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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 /Ryujinx.Graphics/Graphics3d
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
Diffstat (limited to 'Ryujinx.Graphics/Graphics3d')
-rw-r--r--Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs115
1 files changed, 84 insertions, 31 deletions
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);