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authorBaronKiko <BaronKiko@users.noreply.github.com>2019-03-02 10:50:21 +0000
committerjduncanator <1518948+jduncanator@users.noreply.github.com>2019-03-02 21:50:21 +1100
commit0973daefa1a509a8b08c936384251f1fee475587 (patch)
tree7eae6ce82eca17745f2e4c80c960b421a7f68baa
parentdbc105eafba1db23858c015d6bd24c42c5dc255c (diff)
Fixed Scissor Test on Intel based GPUs (#595)
* Reworked scissor tests to remove fixme and handle issues with intel gpu's * Error handling for scissor tests * Disable strict opengl by default * Reformatting for JD * Updated scheme for new property in config * Fixed typo * Moved magic value to constant. I liked the magic :( * Fixed ordering for undertale * Fixed undertale bug * Removed strict opengl in favour of required. With this an exception is no longer thrown, just a warning for required extensions * Uses clamp instead of if's * Removed evil tabs and no longer used include
-rw-r--r--Ryujinx.Graphics/Gal/IGalPipeline.cs1
-rw-r--r--Ryujinx.Graphics/Gal/OpenGL/OGLExtension.cs36
-rw-r--r--Ryujinx.Graphics/Gal/OpenGL/OGLPipeline.cs85
-rw-r--r--Ryujinx.Graphics/Gal/OpenGL/OGLRenderTarget.cs3
-rw-r--r--Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs115
-rw-r--r--Ryujinx.Graphics/NvGpu.cs2
6 files changed, 170 insertions, 72 deletions
diff --git a/Ryujinx.Graphics/Gal/IGalPipeline.cs b/Ryujinx.Graphics/Gal/IGalPipeline.cs
index cba4e7dc..cb470fb4 100644
--- a/Ryujinx.Graphics/Gal/IGalPipeline.cs
+++ b/Ryujinx.Graphics/Gal/IGalPipeline.cs
@@ -3,6 +3,7 @@
public interface IGalPipeline
{
void Bind(GalPipelineState State);
+ void Unbind(GalPipelineState State);
void ResetDepthMask();
void ResetColorMask(int Index);
diff --git a/Ryujinx.Graphics/Gal/OpenGL/OGLExtension.cs b/Ryujinx.Graphics/Gal/OpenGL/OGLExtension.cs
index 52b3d0ce..eb06f83c 100644
--- a/Ryujinx.Graphics/Gal/OpenGL/OGLExtension.cs
+++ b/Ryujinx.Graphics/Gal/OpenGL/OGLExtension.cs
@@ -1,19 +1,23 @@
using OpenTK.Graphics.OpenGL;
+using Ryujinx.Common.Logging;
using System;
namespace Ryujinx.Graphics.Gal.OpenGL
{
static class OGLExtension
{
+ // Private lazy backing variables
private static Lazy<bool> s_EnhancedLayouts = new Lazy<bool>(() => HasExtension("GL_ARB_enhanced_layouts"));
private static Lazy<bool> s_TextureMirrorClamp = new Lazy<bool>(() => HasExtension("GL_EXT_texture_mirror_clamp"));
private static Lazy<bool> s_ViewportArray = new Lazy<bool>(() => HasExtension("GL_ARB_viewport_array"));
private static Lazy<bool> s_NvidiaDriver = new Lazy<bool>(() => IsNvidiaDriver());
+ // Public accessors
public static bool EnhancedLayouts => s_EnhancedLayouts.Value;
public static bool TextureMirrorClamp => s_TextureMirrorClamp.Value;
public static bool ViewportArray => s_ViewportArray.Value;
+
public static bool NvidiaDrvier => s_NvidiaDriver.Value;
private static bool HasExtension(string Name)
@@ -28,11 +32,39 @@ namespace Ryujinx.Graphics.Gal.OpenGL
}
}
+ Logger.PrintInfo(LogClass.Gpu, $"OpenGL extension {Name} unavailable. You may experience some performance degredation");
+
return false;
}
- private static bool IsNvidiaDriver() {
+ private static bool IsNvidiaDriver()
+ {
return GL.GetString(StringName.Vendor).Equals("NVIDIA Corporation");
}
+
+ public static class Required
+ {
+ // Public accessors
+ public static bool EnhancedLayouts => s_EnhancedLayoutsRequired.Value;
+ public static bool TextureMirrorClamp => s_TextureMirrorClampRequired.Value;
+ public static bool ViewportArray => s_ViewportArrayRequired.Value;
+
+ // Private lazy backing variables
+ private static Lazy<bool> s_EnhancedLayoutsRequired = new Lazy<bool>(() => HasExtensionRequired(OGLExtension.EnhancedLayouts, "GL_ARB_enhanced_layouts"));
+ private static Lazy<bool> s_TextureMirrorClampRequired = new Lazy<bool>(() => HasExtensionRequired(OGLExtension.TextureMirrorClamp, "GL_EXT_texture_mirror_clamp"));
+ private static Lazy<bool> s_ViewportArrayRequired = new Lazy<bool>(() => HasExtensionRequired(OGLExtension.ViewportArray, "GL_ARB_viewport_array"));
+
+ private static bool HasExtensionRequired(bool Value, string Name)
+ {
+ if (Value)
+ {
+ return true;
+ }
+
+ Logger.PrintWarning(LogClass.Gpu, $"Required OpenGL extension {Name} unavailable. You may experience some rendering issues");
+
+ return false;
+ }
+ }
}
-} \ No newline at end of file
+}
diff --git a/Ryujinx.Graphics/Gal/OpenGL/OGLPipeline.cs b/Ryujinx.Graphics/Gal/OpenGL/OGLPipeline.cs
index 6a928603..96d42e02 100644
--- a/Ryujinx.Graphics/Gal/OpenGL/OGLPipeline.cs
+++ b/Ryujinx.Graphics/Gal/OpenGL/OGLPipeline.cs
@@ -270,47 +270,52 @@ namespace Ryujinx.Graphics.Gal.OpenGL
// Scissor Test
- bool forceUpdate;
-
- for (int Index = 0; Index < New.ScissorTestCount; Index++)
+ // All scissor test are disabled before drawing final framebuffer to screen so we don't need to handle disabling
+ // Skip if there are no scissor tests to enable
+ if (New.ScissorTestCount != 0)
{
- forceUpdate = false;
+ int scissorsApplied = 0;
+ bool applyToAll = false;
- if (New.ScissorTestEnabled[Index])
+ for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
{
- // If there is only 1 scissor test, geometry shaders are disabled so the scissor test applies to all viewports
- if (New.ScissorTestCount == 1)
- {
- GL.Enable(EnableCap.ScissorTest);
- }
- else
+ if (New.ScissorTestEnabled[Index])
{
- GL.Enable(IndexedEnableCap.ScissorTest, Index);
- }
- forceUpdate = true;
- }
- else
- {
- GL.Disable(IndexedEnableCap.ScissorTest, Index);
- }
+ // If viewport arrays are unavailable apply first scissor test to all or
+ // there is only 1 scissor test and it's the first, the scissor test applies to all viewports
+ if (!OGLExtension.Required.ViewportArray || (Index == 0 && New.ScissorTestCount == 1))
+ {
+ GL.Enable(EnableCap.ScissorTest);
+ applyToAll = true;
+ }
+ else
+ {
+ GL.Enable(IndexedEnableCap.ScissorTest, Index);
+ }
- if (New.ScissorTestEnabled[Index] &&
- (New.ScissorTestX[Index] != Old.ScissorTestX[Index] ||
- New.ScissorTestY[Index] != Old.ScissorTestY[Index] ||
- New.ScissorTestWidth[Index] != Old.ScissorTestWidth[Index] ||
- New.ScissorTestHeight[Index] != Old.ScissorTestHeight[Index] ||
- forceUpdate)) // Force update intentionally last to reduce if comparisons
- {
- // If there is only 1 scissor test geometry shaders are disables so the scissor test applies to all viewports
- if (New.ScissorTestCount == 1)
- {
- GL.Scissor(New.ScissorTestX[Index], New.ScissorTestY[Index],
- New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
- }
- else
- {
- GL.ScissorIndexed(Index, New.ScissorTestX[Index], New.ScissorTestY[Index],
- New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
+ if (New.ScissorTestEnabled[Index] != Old.ScissorTestEnabled[Index] ||
+ New.ScissorTestX[Index] != Old.ScissorTestX[Index] ||
+ New.ScissorTestY[Index] != Old.ScissorTestY[Index] ||
+ New.ScissorTestWidth[Index] != Old.ScissorTestWidth[Index] ||
+ New.ScissorTestHeight[Index] != Old.ScissorTestHeight[Index])
+ {
+ if (applyToAll)
+ {
+ GL.Scissor(New.ScissorTestX[Index], New.ScissorTestY[Index],
+ New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
+ }
+ else
+ {
+ GL.ScissorIndexed(Index, New.ScissorTestX[Index], New.ScissorTestY[Index],
+ New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
+ }
+ }
+
+ // If all scissor tests have been applied, or viewport arrays are unavailable we can skip remaining itterations
+ if (!OGLExtension.Required.ViewportArray || ++scissorsApplied == New.ScissorTestCount)
+ {
+ break;
+ }
}
}
}
@@ -378,6 +383,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
Old = New;
}
+ public void Unbind(GalPipelineState State)
+ {
+ if (State.ScissorTestCount > 0)
+ {
+ GL.Disable(EnableCap.ScissorTest);
+ }
+ }
+
private void SetAllBlendState(BlendState New)
{
Enable(EnableCap.Blend, New.Enabled);
diff --git a/Ryujinx.Graphics/Gal/OpenGL/OGLRenderTarget.cs b/Ryujinx.Graphics/Gal/OpenGL/OGLRenderTarget.cs
index 8dd3b37f..53cfd4a6 100644
--- a/Ryujinx.Graphics/Gal/OpenGL/OGLRenderTarget.cs
+++ b/Ryujinx.Graphics/Gal/OpenGL/OGLRenderTarget.cs
@@ -367,9 +367,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.Disable(EnableCap.FramebufferSrgb);
- // Will be re-enabled if needed while binding, called before any game GL calls
- GL.Disable(EnableCap.ScissorTest);
-
GL.BlitFramebuffer(
SrcX0,
SrcY0,
diff --git a/Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs b/Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs
index eb6289fb..370fe1fa 100644
--- a/Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs
+++ b/Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs
@@ -25,7 +25,12 @@ namespace Ryujinx.Graphics.Graphics3d
private ConstBuffer[][] ConstBuffers;
- // Height kept for flipping y axis
+ // Viewport dimensions kept for scissor test limits
+ private int ViewportX0 = 0;
+ private int ViewportY0 = 0;
+ private int ViewportX1 = 0;
+ private int ViewportY1 = 0;
+ private int ViewportWidth = 0;
private int ViewportHeight = 0;
private int CurrentInstance = 0;
@@ -98,7 +103,14 @@ namespace Ryujinx.Graphics.Graphics3d
GalPipelineState State = new GalPipelineState();
+ // Framebuffer must be run configured because viewport dimensions may be used in other methods
SetFrameBuffer(State);
+
+ for (int FbIndex = 0; FbIndex < 8; FbIndex++)
+ {
+ SetFrameBuffer(Vmm, FbIndex);
+ }
+
SetFrontFace(State);
SetCullFace(State);
SetDepth(State);
@@ -108,11 +120,6 @@ namespace Ryujinx.Graphics.Graphics3d
SetColorMask(State);
SetPrimitiveRestart(State);
- for (int FbIndex = 0; FbIndex < 8; FbIndex++)
- {
- SetFrameBuffer(Vmm, FbIndex);
- }
-
SetZeta(Vmm);
SetRenderTargets();
@@ -207,11 +214,11 @@ namespace Ryujinx.Graphics.Graphics3d
float SX = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleX + FbIndex * 8);
float SY = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleY + FbIndex * 8);
- int VpX = (int)MathF.Max(0, TX - MathF.Abs(SX));
- int VpY = (int)MathF.Max(0, TY - MathF.Abs(SY));
+ ViewportX0 = (int)MathF.Max(0, TX - MathF.Abs(SX));
+ ViewportY0 = (int)MathF.Max(0, TY - MathF.Abs(SY));
- int VpW = (int)(TX + MathF.Abs(SX)) - VpX;
- int VpH = (int)(TY + MathF.Abs(SY)) - VpY;
+ ViewportX1 = (int)(TX + MathF.Abs(SX));
+ ViewportY1 = (int)(TY + MathF.Abs(SY));
GalImageFormat Format = ImageUtils.ConvertSurface((GalSurfaceFormat)SurfFormat);
@@ -219,9 +226,7 @@ namespace Ryujinx.Graphics.Graphics3d
Gpu.ResourceManager.SendColorBuffer(Vmm, Key, FbIndex, Image);
- ViewportHeight = VpH;
-
- Gpu.Renderer.RenderTarget.SetViewport(FbIndex, VpX, VpY, VpW, VpH);
+ Gpu.Renderer.RenderTarget.SetViewport(FbIndex, ViewportX0, ViewportY0, ViewportX1 - ViewportX0, ViewportY1 - ViewportY0);
}
private void SetFrameBuffer(GalPipelineState State)
@@ -423,38 +428,83 @@ namespace Ryujinx.Graphics.Graphics3d
private void SetScissor(GalPipelineState State)
{
- // FIXME: Stubbed, only the first scissor test is valid without a geometry shader loaded. At time of writing geometry shaders are also stubbed.
- // Once geometry shaders are fixed it should be equal to GalPipelineState.RenderTargetCount when shader loaded, otherwise equal to 1
- State.ScissorTestCount = 1;
+ int count = 0;
- for (int Index = 0; Index < State.ScissorTestCount; Index++)
+ for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
{
State.ScissorTestEnabled[Index] = ReadRegisterBool(NvGpuEngine3dReg.ScissorEnable + Index * 4);
if (State.ScissorTestEnabled[Index])
{
- uint ScissorHorizontal = (uint)ReadRegister(NvGpuEngine3dReg.ScissorHorizontal + Index * 4);
- uint ScissorVertical = (uint)ReadRegister(NvGpuEngine3dReg.ScissorVertical + Index * 4);
+ uint ScissorHorizontal = (uint)ReadRegister(NvGpuEngine3dReg.ScissorHorizontal + Index * 4);
+ uint ScissorVertical = (uint)ReadRegister(NvGpuEngine3dReg.ScissorVertical + Index * 4);
- State.ScissorTestX[Index] = (int)((ScissorHorizontal & 0xFFFF) * State.FlipX); // X, lower 16 bits
- State.ScissorTestWidth[Index] = (int)((ScissorHorizontal >> 16) * State.FlipX) - State.ScissorTestX[Index]; // Width, right side is upper 16 bits
+ int left = (int)(ScissorHorizontal & 0xFFFF); // Left, lower 16 bits
+ int right = (int)(ScissorHorizontal >> 16); // Right, upper 16 bits
- State.ScissorTestY[Index] = (int)((ScissorVertical & 0xFFFF)); // Y, lower 16 bits
- State.ScissorTestHeight[Index] = (int)((ScissorVertical >> 16)) - State.ScissorTestY[Index]; // Height, top side is upper 16 bits
+ int bottom = (int)(ScissorVertical & 0xFFFF); // Bottom, lower 16 bits
+ int top = (int)(ScissorVertical >> 16); // Top, upper 16 bits
- // Y coordinates may have to be flipped
- if ((int)State.FlipY == -1)
+ int width = Math.Abs(right - left);
+ int height = Math.Abs(top - bottom);
+
+ // If the scissor test covers the whole possible viewport, i.e. uninititalized, disable scissor test
+ if ((width > NvGpu.MaxViewportSize && height > NvGpu.MaxViewportSize) || width <= 0 || height <= 0)
{
- State.ScissorTestY[Index] = ViewportHeight - State.ScissorTestY[Index] - State.ScissorTestHeight[Index];
+ State.ScissorTestEnabled[Index] = false;
+ continue;
+ }
- // Handle negative viewpont coordinate
- if (State.ScissorTestY[Index] < 0)
- {
- State.ScissorTestY[Index] = 0;
- }
+ // Keep track of how many scissor tests are active.
+ // If only 1, and it's the first user should apply to all viewports
+ count++;
+
+ // Flip X
+ if (State.FlipX == -1)
+ {
+ left = ViewportX1 - (left - ViewportX0);
+ right = ViewportX1 - (right - ViewportX0);
+ }
+
+ // Ensure X is in the right order
+ if (left > right)
+ {
+ int temp = left;
+ left = right;
+ right = temp;
+ }
+
+ // Flip Y
+ if (State.FlipY == -1)
+ {
+ bottom = ViewportY1 - (bottom - ViewportY0);
+ top = ViewportY1 - (top - ViewportY0);
}
+
+ // Ensure Y is in the right order
+ if (bottom > top)
+ {
+ int temp = top;
+ top = bottom;
+ bottom = temp;
+ }
+
+ // Handle out of active viewport dimensions
+ left = Math.Clamp(left, ViewportX0, ViewportX1);
+ right = Math.Clamp(right, ViewportX0, ViewportX1);
+ top = Math.Clamp(top, ViewportY0, ViewportY1);
+ bottom = Math.Clamp(bottom, ViewportY0, ViewportY1);
+
+ // Save values to state
+ State.ScissorTestX[Index] = left;
+ State.ScissorTestY[Index] = bottom;
+
+ State.ScissorTestWidth[Index] = right - left;
+ State.ScissorTestHeight[Index] = top - bottom;
}
}
+
+ State.ScissorTestCount = count;
}
private void SetBlending(GalPipelineState State)
@@ -997,6 +1047,9 @@ namespace Ryujinx.Graphics.Graphics3d
Gpu.Renderer.Rasterizer.DrawArrays(VertexFirst, VertexCount, PrimType);
}
+ // Reset pipeline for host OpenGL calls
+ Gpu.Renderer.Pipeline.Unbind(State);
+
//Is the GPU really clearing those registers after draw?
WriteRegister(NvGpuEngine3dReg.IndexBatchFirst, 0);
WriteRegister(NvGpuEngine3dReg.IndexBatchCount, 0);
diff --git a/Ryujinx.Graphics/NvGpu.cs b/Ryujinx.Graphics/NvGpu.cs
index 3fd91f74..4669c899 100644
--- a/Ryujinx.Graphics/NvGpu.cs
+++ b/Ryujinx.Graphics/NvGpu.cs
@@ -8,6 +8,8 @@ namespace Ryujinx.Graphics
{
public class NvGpu
{
+ public const int MaxViewportSize = 0x3FFF;
+
public IGalRenderer Renderer { get; private set; }
public GpuResourceManager ResourceManager { get; private set; }