mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-22 22:45:46 +00:00
Support depth clip mode and disable shader fast math optimization on NVIDIA as a workaround for compiler bugs (?)
This commit is contained in:
parent
17fb11ddb9
commit
7ce5584f9e
7 changed files with 55 additions and 4 deletions
8
Ryujinx.Graphics.GAL/DepthMode.cs
Normal file
8
Ryujinx.Graphics.GAL/DepthMode.cs
Normal file
|
@ -0,0 +1,8 @@
|
|||
namespace Ryujinx.Graphics.GAL
|
||||
{
|
||||
public enum DepthMode
|
||||
{
|
||||
MinusOneToOne,
|
||||
ZeroToOne
|
||||
}
|
||||
}
|
|
@ -49,6 +49,8 @@ namespace Ryujinx.Graphics.GAL
|
|||
|
||||
void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
|
||||
|
||||
void SetDepthMode(DepthMode mode);
|
||||
|
||||
void SetDepthTest(DepthTestDescriptor depthTest);
|
||||
|
||||
void SetFaceCulling(bool enable, Face face);
|
||||
|
|
|
@ -102,7 +102,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
UpdateDepthTestState(state);
|
||||
}
|
||||
|
||||
if (state.QueryModified(MethodOffset.ViewportTransform, MethodOffset.ViewportExtents))
|
||||
if (state.QueryModified(MethodOffset.DepthMode, MethodOffset.ViewportTransform, MethodOffset.ViewportExtents))
|
||||
{
|
||||
UpdateViewportTransform(state);
|
||||
}
|
||||
|
@ -294,6 +294,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
|
||||
private void UpdateViewportTransform(GpuState state)
|
||||
{
|
||||
DepthMode depthMode = state.Get<DepthMode>(MethodOffset.DepthMode);
|
||||
|
||||
_context.Renderer.Pipeline.SetDepthMode(depthMode);
|
||||
|
||||
bool transformEnable = GetViewportTransformEnable(state);
|
||||
|
||||
bool flipY = (state.Get<int>(MethodOffset.YControl) & 1) != 0;
|
||||
|
|
|
@ -21,6 +21,7 @@ namespace Ryujinx.Graphics.Gpu.State
|
|||
ViewportTransform = 0x280,
|
||||
ViewportExtents = 0x300,
|
||||
VertexBufferDrawState = 0x35d,
|
||||
DepthMode = 0x35f,
|
||||
ClearColors = 0x360,
|
||||
ClearDepthValue = 0x364,
|
||||
ClearStencilValue = 0x368,
|
||||
|
|
20
Ryujinx.Graphics.OpenGL/Converters/DepthModeConverter.cs
Normal file
20
Ryujinx.Graphics.OpenGL/Converters/DepthModeConverter.cs
Normal file
|
@ -0,0 +1,20 @@
|
|||
using OpenTK.Graphics.OpenGL;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.OpenGL
|
||||
{
|
||||
static class DepthModeConverter
|
||||
{
|
||||
public static ClipDepthMode Convert(this DepthMode mode)
|
||||
{
|
||||
switch (mode)
|
||||
{
|
||||
case DepthMode.MinusOneToOne: return ClipDepthMode.NegativeOneToOne;
|
||||
case DepthMode.ZeroToOne: return ClipDepthMode.ZeroToOne;
|
||||
}
|
||||
|
||||
throw new ArgumentException($"Invalid depth mode \"{mode}\".");
|
||||
}
|
||||
}
|
||||
}
|
|
@ -31,12 +31,14 @@ namespace Ryujinx.Graphics.OpenGL
|
|||
private TextureView _unit0Texture;
|
||||
|
||||
private ClipOrigin _clipOrigin;
|
||||
private ClipDepthMode _clipDepthMode;
|
||||
|
||||
private uint[] _componentMasks;
|
||||
|
||||
internal Pipeline()
|
||||
{
|
||||
_clipOrigin = ClipOrigin.LowerLeft;
|
||||
_clipDepthMode = ClipDepthMode.NegativeOneToOne;
|
||||
}
|
||||
|
||||
public void BindBlendState(int index, BlendDescriptor blend)
|
||||
|
@ -646,6 +648,18 @@ namespace Ryujinx.Graphics.OpenGL
|
|||
// GL.PolygonOffsetClamp(factor, units, clamp);
|
||||
}
|
||||
|
||||
public void SetDepthMode(DepthMode mode)
|
||||
{
|
||||
ClipDepthMode depthMode = mode.Convert();
|
||||
|
||||
if (_clipDepthMode != depthMode)
|
||||
{
|
||||
_clipDepthMode = depthMode;
|
||||
|
||||
GL.ClipControl(_clipOrigin, depthMode);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetDepthTest(DepthTestDescriptor depthTest)
|
||||
{
|
||||
GL.DepthFunc((DepthFunction)depthTest.Func.Convert());
|
||||
|
@ -828,7 +842,7 @@ namespace Ryujinx.Graphics.OpenGL
|
|||
{
|
||||
_clipOrigin = origin;
|
||||
|
||||
GL.ClipControl(origin, ClipDepthMode.NegativeOneToOne);
|
||||
GL.ClipControl(origin, _clipDepthMode);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -26,6 +26,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
|||
context.AppendLine("#extension GL_ARB_compute_shader : enable");
|
||||
}
|
||||
|
||||
context.AppendLine("#pragma optionNV(fastmath off)");
|
||||
|
||||
context.AppendLine();
|
||||
|
||||
context.AppendLine($"const int {DefaultNames.UndefinedName} = 0;");
|
||||
|
|
Loading…
Reference in a new issue