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
This commit is contained in:
parent
dbc105eafb
commit
0973daefa1
6 changed files with 171 additions and 73 deletions
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@ -3,6 +3,7 @@
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public interface IGalPipeline
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{
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void Bind(GalPipelineState State);
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void Unbind(GalPipelineState State);
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void ResetDepthMask();
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void ResetColorMask(int Index);
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@ -1,19 +1,23 @@
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Logging;
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using System;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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static class OGLExtension
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{
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// Private lazy backing variables
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private static Lazy<bool> s_EnhancedLayouts = new Lazy<bool>(() => HasExtension("GL_ARB_enhanced_layouts"));
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private static Lazy<bool> s_TextureMirrorClamp = new Lazy<bool>(() => HasExtension("GL_EXT_texture_mirror_clamp"));
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private static Lazy<bool> s_ViewportArray = new Lazy<bool>(() => HasExtension("GL_ARB_viewport_array"));
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private static Lazy<bool> s_NvidiaDriver = new Lazy<bool>(() => IsNvidiaDriver());
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// Public accessors
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public static bool EnhancedLayouts => s_EnhancedLayouts.Value;
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public static bool TextureMirrorClamp => s_TextureMirrorClamp.Value;
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public static bool ViewportArray => s_ViewportArray.Value;
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public static bool NvidiaDrvier => s_NvidiaDriver.Value;
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private static bool HasExtension(string Name)
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@ -28,11 +32,39 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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}
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}
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Logger.PrintInfo(LogClass.Gpu, $"OpenGL extension {Name} unavailable. You may experience some performance degredation");
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return false;
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}
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private static bool IsNvidiaDriver() {
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private static bool IsNvidiaDriver()
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{
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return GL.GetString(StringName.Vendor).Equals("NVIDIA Corporation");
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}
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public static class Required
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{
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// Public accessors
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public static bool EnhancedLayouts => s_EnhancedLayoutsRequired.Value;
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public static bool TextureMirrorClamp => s_TextureMirrorClampRequired.Value;
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public static bool ViewportArray => s_ViewportArrayRequired.Value;
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// Private lazy backing variables
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private static Lazy<bool> s_EnhancedLayoutsRequired = new Lazy<bool>(() => HasExtensionRequired(OGLExtension.EnhancedLayouts, "GL_ARB_enhanced_layouts"));
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private static Lazy<bool> s_TextureMirrorClampRequired = new Lazy<bool>(() => HasExtensionRequired(OGLExtension.TextureMirrorClamp, "GL_EXT_texture_mirror_clamp"));
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private static Lazy<bool> s_ViewportArrayRequired = new Lazy<bool>(() => HasExtensionRequired(OGLExtension.ViewportArray, "GL_ARB_viewport_array"));
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private static bool HasExtensionRequired(bool Value, string Name)
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{
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if (Value)
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{
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return true;
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}
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Logger.PrintWarning(LogClass.Gpu, $"Required OpenGL extension {Name} unavailable. You may experience some rendering issues");
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return false;
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}
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}
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}
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}
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@ -270,39 +270,36 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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// Scissor Test
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bool forceUpdate;
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for (int Index = 0; Index < New.ScissorTestCount; Index++)
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// All scissor test are disabled before drawing final framebuffer to screen so we don't need to handle disabling
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// Skip if there are no scissor tests to enable
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if (New.ScissorTestCount != 0)
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{
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forceUpdate = false;
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int scissorsApplied = 0;
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bool applyToAll = false;
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for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
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{
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if (New.ScissorTestEnabled[Index])
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{
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// If there is only 1 scissor test, geometry shaders are disabled so the scissor test applies to all viewports
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if (New.ScissorTestCount == 1)
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// If viewport arrays are unavailable apply first scissor test to all or
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// there is only 1 scissor test and it's the first, the scissor test applies to all viewports
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if (!OGLExtension.Required.ViewportArray || (Index == 0 && New.ScissorTestCount == 1))
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{
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GL.Enable(EnableCap.ScissorTest);
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applyToAll = true;
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}
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else
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{
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GL.Enable(IndexedEnableCap.ScissorTest, Index);
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}
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forceUpdate = true;
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}
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else
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{
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GL.Disable(IndexedEnableCap.ScissorTest, Index);
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}
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if (New.ScissorTestEnabled[Index] &&
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(New.ScissorTestX[Index] != Old.ScissorTestX[Index] ||
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if (New.ScissorTestEnabled[Index] != Old.ScissorTestEnabled[Index] ||
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New.ScissorTestX[Index] != Old.ScissorTestX[Index] ||
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New.ScissorTestY[Index] != Old.ScissorTestY[Index] ||
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New.ScissorTestWidth[Index] != Old.ScissorTestWidth[Index] ||
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New.ScissorTestHeight[Index] != Old.ScissorTestHeight[Index] ||
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forceUpdate)) // Force update intentionally last to reduce if comparisons
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New.ScissorTestHeight[Index] != Old.ScissorTestHeight[Index])
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{
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// If there is only 1 scissor test geometry shaders are disables so the scissor test applies to all viewports
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if (New.ScissorTestCount == 1)
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if (applyToAll)
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{
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GL.Scissor(New.ScissorTestX[Index], New.ScissorTestY[Index],
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New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
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@ -313,6 +310,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
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}
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}
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// If all scissor tests have been applied, or viewport arrays are unavailable we can skip remaining itterations
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if (!OGLExtension.Required.ViewportArray || ++scissorsApplied == New.ScissorTestCount)
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{
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break;
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}
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}
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}
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}
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@ -378,6 +383,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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Old = New;
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}
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public void Unbind(GalPipelineState State)
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{
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if (State.ScissorTestCount > 0)
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{
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GL.Disable(EnableCap.ScissorTest);
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}
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}
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private void SetAllBlendState(BlendState New)
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{
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Enable(EnableCap.Blend, New.Enabled);
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@ -367,9 +367,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.Disable(EnableCap.FramebufferSrgb);
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// Will be re-enabled if needed while binding, called before any game GL calls
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GL.Disable(EnableCap.ScissorTest);
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GL.BlitFramebuffer(
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SrcX0,
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SrcY0,
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@ -25,7 +25,12 @@ namespace Ryujinx.Graphics.Graphics3d
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private ConstBuffer[][] ConstBuffers;
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// Height kept for flipping y axis
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// Viewport dimensions kept for scissor test limits
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private int ViewportX0 = 0;
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private int ViewportY0 = 0;
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private int ViewportX1 = 0;
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private int ViewportY1 = 0;
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private int ViewportWidth = 0;
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private int ViewportHeight = 0;
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private int CurrentInstance = 0;
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@ -98,7 +103,14 @@ namespace Ryujinx.Graphics.Graphics3d
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GalPipelineState State = new GalPipelineState();
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// Framebuffer must be run configured because viewport dimensions may be used in other methods
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SetFrameBuffer(State);
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for (int FbIndex = 0; FbIndex < 8; FbIndex++)
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{
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SetFrameBuffer(Vmm, FbIndex);
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}
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SetFrontFace(State);
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SetCullFace(State);
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SetDepth(State);
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@ -108,11 +120,6 @@ namespace Ryujinx.Graphics.Graphics3d
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SetColorMask(State);
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SetPrimitiveRestart(State);
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for (int FbIndex = 0; FbIndex < 8; FbIndex++)
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{
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SetFrameBuffer(Vmm, FbIndex);
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}
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SetZeta(Vmm);
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SetRenderTargets();
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@ -207,11 +214,11 @@ namespace Ryujinx.Graphics.Graphics3d
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float SX = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleX + FbIndex * 8);
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float SY = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleY + FbIndex * 8);
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int VpX = (int)MathF.Max(0, TX - MathF.Abs(SX));
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int VpY = (int)MathF.Max(0, TY - MathF.Abs(SY));
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ViewportX0 = (int)MathF.Max(0, TX - MathF.Abs(SX));
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ViewportY0 = (int)MathF.Max(0, TY - MathF.Abs(SY));
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int VpW = (int)(TX + MathF.Abs(SX)) - VpX;
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int VpH = (int)(TY + MathF.Abs(SY)) - VpY;
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ViewportX1 = (int)(TX + MathF.Abs(SX));
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ViewportY1 = (int)(TY + MathF.Abs(SY));
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GalImageFormat Format = ImageUtils.ConvertSurface((GalSurfaceFormat)SurfFormat);
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Gpu.ResourceManager.SendColorBuffer(Vmm, Key, FbIndex, Image);
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ViewportHeight = VpH;
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Gpu.Renderer.RenderTarget.SetViewport(FbIndex, VpX, VpY, VpW, VpH);
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Gpu.Renderer.RenderTarget.SetViewport(FbIndex, ViewportX0, ViewportY0, ViewportX1 - ViewportX0, ViewportY1 - ViewportY0);
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}
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private void SetFrameBuffer(GalPipelineState State)
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@ -423,11 +428,9 @@ namespace Ryujinx.Graphics.Graphics3d
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private void SetScissor(GalPipelineState State)
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{
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// FIXME: Stubbed, only the first scissor test is valid without a geometry shader loaded. At time of writing geometry shaders are also stubbed.
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// Once geometry shaders are fixed it should be equal to GalPipelineState.RenderTargetCount when shader loaded, otherwise equal to 1
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State.ScissorTestCount = 1;
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int count = 0;
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for (int Index = 0; Index < State.ScissorTestCount; Index++)
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for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
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{
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State.ScissorTestEnabled[Index] = ReadRegisterBool(NvGpuEngine3dReg.ScissorEnable + Index * 4);
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uint ScissorHorizontal = (uint)ReadRegister(NvGpuEngine3dReg.ScissorHorizontal + Index * 4);
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uint ScissorVertical = (uint)ReadRegister(NvGpuEngine3dReg.ScissorVertical + Index * 4);
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State.ScissorTestX[Index] = (int)((ScissorHorizontal & 0xFFFF) * State.FlipX); // X, lower 16 bits
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State.ScissorTestWidth[Index] = (int)((ScissorHorizontal >> 16) * State.FlipX) - State.ScissorTestX[Index]; // Width, right side is upper 16 bits
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int left = (int)(ScissorHorizontal & 0xFFFF); // Left, lower 16 bits
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int right = (int)(ScissorHorizontal >> 16); // Right, upper 16 bits
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State.ScissorTestY[Index] = (int)((ScissorVertical & 0xFFFF)); // Y, lower 16 bits
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State.ScissorTestHeight[Index] = (int)((ScissorVertical >> 16)) - State.ScissorTestY[Index]; // Height, top side is upper 16 bits
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int bottom = (int)(ScissorVertical & 0xFFFF); // Bottom, lower 16 bits
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int top = (int)(ScissorVertical >> 16); // Top, upper 16 bits
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// Y coordinates may have to be flipped
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if ((int)State.FlipY == -1)
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int width = Math.Abs(right - left);
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int height = Math.Abs(top - bottom);
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// If the scissor test covers the whole possible viewport, i.e. uninititalized, disable scissor test
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if ((width > NvGpu.MaxViewportSize && height > NvGpu.MaxViewportSize) || width <= 0 || height <= 0)
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{
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State.ScissorTestY[Index] = ViewportHeight - State.ScissorTestY[Index] - State.ScissorTestHeight[Index];
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State.ScissorTestEnabled[Index] = false;
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continue;
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}
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// Handle negative viewpont coordinate
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if (State.ScissorTestY[Index] < 0)
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// Keep track of how many scissor tests are active.
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// If only 1, and it's the first user should apply to all viewports
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count++;
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// Flip X
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if (State.FlipX == -1)
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{
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State.ScissorTestY[Index] = 0;
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}
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}
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left = ViewportX1 - (left - ViewportX0);
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right = ViewportX1 - (right - ViewportX0);
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}
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// Ensure X is in the right order
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if (left > right)
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{
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int temp = left;
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left = right;
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right = temp;
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}
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// Flip Y
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if (State.FlipY == -1)
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{
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bottom = ViewportY1 - (bottom - ViewportY0);
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top = ViewportY1 - (top - ViewportY0);
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}
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// Ensure Y is in the right order
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if (bottom > top)
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{
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int temp = top;
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top = bottom;
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bottom = temp;
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}
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// Handle out of active viewport dimensions
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left = Math.Clamp(left, ViewportX0, ViewportX1);
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right = Math.Clamp(right, ViewportX0, ViewportX1);
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top = Math.Clamp(top, ViewportY0, ViewportY1);
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bottom = Math.Clamp(bottom, ViewportY0, ViewportY1);
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// Save values to state
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State.ScissorTestX[Index] = left;
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State.ScissorTestY[Index] = bottom;
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State.ScissorTestWidth[Index] = right - left;
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State.ScissorTestHeight[Index] = top - bottom;
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}
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}
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State.ScissorTestCount = count;
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}
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private void SetBlending(GalPipelineState State)
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Gpu.Renderer.Rasterizer.DrawArrays(VertexFirst, VertexCount, PrimType);
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}
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// Reset pipeline for host OpenGL calls
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Gpu.Renderer.Pipeline.Unbind(State);
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//Is the GPU really clearing those registers after draw?
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WriteRegister(NvGpuEngine3dReg.IndexBatchFirst, 0);
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WriteRegister(NvGpuEngine3dReg.IndexBatchCount, 0);
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@ -8,6 +8,8 @@ namespace Ryujinx.Graphics
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{
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public class NvGpu
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{
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public const int MaxViewportSize = 0x3FFF;
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public IGalRenderer Renderer { get; private set; }
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public GpuResourceManager ResourceManager { get; private set; }
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Reference in a new issue