Support Array/3D depth-stencil render target, and single layer clears (#3400)
* Support Array/3D depth-stencil render target, and single layer clears * Alignment
This commit is contained in:
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b1bd6a50b5
commit
851f56b08a
10 changed files with 157 additions and 34 deletions
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@ -10,9 +10,10 @@ namespace Ryujinx.Graphics.GAL
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void ClearBuffer(BufferHandle destination, int offset, int size, uint value);
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void ClearRenderTargetColor(int index, uint componentMask, ColorF color);
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void ClearRenderTargetColor(int index, int layer, uint componentMask, ColorF color);
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void ClearRenderTargetDepthStencil(
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int layer,
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float depthValue,
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bool depthMask,
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int stencilValue,
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@ -4,19 +4,21 @@
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{
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public CommandType CommandType => CommandType.ClearRenderTargetColor;
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private int _index;
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private int _layer;
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private uint _componentMask;
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private ColorF _color;
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public void Set(int index, uint componentMask, ColorF color)
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public void Set(int index, int layer, uint componentMask, ColorF color)
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{
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_index = index;
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_layer = layer;
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_componentMask = componentMask;
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_color = color;
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}
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public static void Run(ref ClearRenderTargetColorCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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renderer.Pipeline.ClearRenderTargetColor(command._index, command._componentMask, command._color);
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renderer.Pipeline.ClearRenderTargetColor(command._index, command._layer, command._componentMask, command._color);
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}
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}
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}
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@ -3,13 +3,15 @@
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struct ClearRenderTargetDepthStencilCommand : IGALCommand
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{
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public CommandType CommandType => CommandType.ClearRenderTargetDepthStencil;
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private int _layer;
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private float _depthValue;
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private bool _depthMask;
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private int _stencilValue;
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private int _stencilMask;
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public void Set(float depthValue, bool depthMask, int stencilValue, int stencilMask)
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public void Set(int layer, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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{
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_layer = layer;
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_depthValue = depthValue;
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_depthMask = depthMask;
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_stencilValue = stencilValue;
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@ -18,7 +20,7 @@
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public static void Run(ref ClearRenderTargetDepthStencilCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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renderer.Pipeline.ClearRenderTargetDepthStencil(command._depthValue, command._depthMask, command._stencilValue, command._stencilMask);
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renderer.Pipeline.ClearRenderTargetDepthStencil(command._layer, command._depthValue, command._depthMask, command._stencilValue, command._stencilMask);
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}
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}
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}
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@ -40,15 +40,15 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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_renderer.QueueCommand();
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}
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public void ClearRenderTargetColor(int index, uint componentMask, ColorF color)
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public void ClearRenderTargetColor(int index, int layer, uint componentMask, ColorF color)
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{
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_renderer.New<ClearRenderTargetColorCommand>().Set(index, componentMask, color);
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_renderer.New<ClearRenderTargetColorCommand>().Set(index, layer, componentMask, color);
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_renderer.QueueCommand();
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}
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public void ClearRenderTargetDepthStencil(float depthValue, bool depthMask, int stencilValue, int stencilMask)
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public void ClearRenderTargetDepthStencil(int layer, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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{
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_renderer.New<ClearRenderTargetDepthStencilCommand>().Set(depthValue, depthMask, stencilValue, stencilMask);
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_renderer.New<ClearRenderTargetDepthStencilCommand>().Set(layer, depthValue, depthMask, stencilValue, stencilMask);
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_renderer.QueueCommand();
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}
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@ -505,8 +505,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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}
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int index = (argument >> 6) & 0xf;
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int layer = (argument >> 10) & 0x3ff;
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engine.UpdateRenderTargetState(useControl: false, singleUse: index);
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engine.UpdateRenderTargetState(useControl: false, layered: layer != 0, singleUse: index);
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// If there is a mismatch on the host clip region and the one explicitly defined by the guest
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// on the screen scissor state, then we need to force only one texture to be bound to avoid
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@ -581,7 +582,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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ColorF color = new ColorF(clearColor.Red, clearColor.Green, clearColor.Blue, clearColor.Alpha);
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_context.Renderer.Pipeline.ClearRenderTargetColor(index, componentMask, color);
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_context.Renderer.Pipeline.ClearRenderTargetColor(index, layer, componentMask, color);
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}
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if (clearDepth || clearStencil)
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@ -602,6 +603,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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}
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_context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
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layer,
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depthValue,
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clearDepth,
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stencilValue,
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@ -362,8 +362,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// Updates render targets (color and depth-stencil buffers) based on current render target state.
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/// </summary>
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/// <param name="useControl">Use draw buffers information from render target control register</param>
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/// <param name="layered">Indicates if the texture is layered</param>
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/// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
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public void UpdateRenderTargetState(bool useControl, int singleUse = -1)
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public void UpdateRenderTargetState(bool useControl, bool layered = false, int singleUse = -1)
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{
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var memoryManager = _channel.MemoryManager;
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var rtControl = _state.State.RtControl;
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@ -399,7 +400,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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Image.Texture color = memoryManager.Physical.TextureCache.FindOrCreateTexture(
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memoryManager,
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colorState,
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_vtgWritesRtLayer,
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_vtgWritesRtLayer || layered,
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samplesInX,
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samplesInY,
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sizeHint);
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@ -433,6 +434,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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memoryManager,
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dsState,
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dsSize,
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_vtgWritesRtLayer || layered,
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samplesInX,
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samplesInY,
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sizeHint);
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@ -131,10 +131,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// Updates render targets (color and depth-stencil buffers) based on current render target state.
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/// </summary>
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/// <param name="useControl">Use draw buffers information from render target control register</param>
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/// <param name="layered">Indicates if the texture is layered</param>
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/// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
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public void UpdateRenderTargetState(bool useControl, int singleUse = -1)
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public void UpdateRenderTargetState(bool useControl, bool layered = false, int singleUse = -1)
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{
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_stateUpdater.UpdateRenderTargetState(useControl, singleUse);
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_stateUpdater.UpdateRenderTargetState(useControl, layered, singleUse);
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}
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/// <summary>
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@ -349,6 +349,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
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/// <param name="dsState">Depth-stencil buffer texture to find or create</param>
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/// <param name="size">Size of the depth-stencil texture</param>
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/// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param>
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/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
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/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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@ -357,6 +358,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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MemoryManager memoryManager,
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RtDepthStencilState dsState,
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Size3D size,
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bool layered,
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int samplesInX,
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int samplesInY,
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Size sizeHint)
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@ -364,9 +366,24 @@ namespace Ryujinx.Graphics.Gpu.Image
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int gobBlocksInY = dsState.MemoryLayout.UnpackGobBlocksInY();
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int gobBlocksInZ = dsState.MemoryLayout.UnpackGobBlocksInZ();
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Target target = (samplesInX | samplesInY) != 1
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? Target.Texture2DMultisample
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Target target;
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if (dsState.MemoryLayout.UnpackIsTarget3D())
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{
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target = Target.Texture3D;
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}
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else if ((samplesInX | samplesInY) != 1)
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{
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target = size.Depth > 1 && layered
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? Target.Texture2DMultisampleArray
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: Target.Texture2DMultisample;
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}
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else
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{
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target = size.Depth > 1 && layered
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? Target.Texture2DArray
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: Target.Texture2D;
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}
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FormatInfo formatInfo = dsState.Format.Convert();
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@ -9,10 +9,13 @@ namespace Ryujinx.Graphics.OpenGL
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class Framebuffer : IDisposable
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{
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public int Handle { get; private set; }
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private int _clearFbHandle;
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private bool _clearFbInitialized;
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private FramebufferAttachment _lastDsAttachment;
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private readonly TextureView[] _colors;
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private TextureView _depthStencil;
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private int _colorsCount;
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private bool _dualSourceBlend;
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@ -20,6 +23,7 @@ namespace Ryujinx.Graphics.OpenGL
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public Framebuffer()
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{
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Handle = GL.GenFramebuffer();
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_clearFbHandle = GL.GenFramebuffer();
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_colors = new TextureView[8];
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}
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@ -55,20 +59,7 @@ namespace Ryujinx.Graphics.OpenGL
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if (depthStencil != null)
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{
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FramebufferAttachment attachment;
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if (IsPackedDepthStencilFormat(depthStencil.Format))
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{
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attachment = FramebufferAttachment.DepthStencilAttachment;
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}
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else if (IsDepthOnlyFormat(depthStencil.Format))
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{
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attachment = FramebufferAttachment.DepthAttachment;
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}
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else
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{
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attachment = FramebufferAttachment.StencilAttachment;
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}
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FramebufferAttachment attachment = GetAttachment(depthStencil.Format);
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GL.FramebufferTexture(
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FramebufferTarget.Framebuffer,
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@ -82,6 +73,8 @@ namespace Ryujinx.Graphics.OpenGL
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{
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_lastDsAttachment = 0;
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}
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_depthStencil = depthStencil;
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}
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public void SetDualSourceBlend(bool enable)
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@ -124,6 +117,22 @@ namespace Ryujinx.Graphics.OpenGL
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GL.DrawBuffers(colorsCount, drawBuffers);
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}
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private static FramebufferAttachment GetAttachment(Format format)
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{
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if (IsPackedDepthStencilFormat(format))
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{
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return FramebufferAttachment.DepthStencilAttachment;
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}
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else if (IsDepthOnlyFormat(format))
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{
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return FramebufferAttachment.DepthAttachment;
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}
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else
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{
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return FramebufferAttachment.StencilAttachment;
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}
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}
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private static bool IsPackedDepthStencilFormat(Format format)
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{
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return format == Format.D24UnormS8Uint ||
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@ -136,6 +145,78 @@ namespace Ryujinx.Graphics.OpenGL
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return format == Format.D16Unorm || format == Format.D32Float;
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}
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public void AttachColorLayerForClear(int index, int layer)
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{
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TextureView color = _colors[index];
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if (!IsLayered(color))
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{
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return;
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}
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BindClearFb();
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GL.FramebufferTextureLayer(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0 + index, color.Handle, 0, layer);
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}
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public void DetachColorLayerForClear(int index)
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{
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TextureView color = _colors[index];
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if (!IsLayered(color))
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{
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return;
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}
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GL.FramebufferTexture(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0 + index, 0, 0);
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Bind();
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}
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public void AttachDepthStencilLayerForClear(int layer)
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{
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TextureView depthStencil = _depthStencil;
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if (!IsLayered(depthStencil))
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{
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return;
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}
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BindClearFb();
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GL.FramebufferTextureLayer(FramebufferTarget.Framebuffer, GetAttachment(depthStencil.Format), depthStencil.Handle, 0, layer);
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}
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public void DetachDepthStencilLayerForClear()
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{
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TextureView depthStencil = _depthStencil;
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if (!IsLayered(depthStencil))
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{
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return;
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}
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GL.FramebufferTexture(FramebufferTarget.Framebuffer, GetAttachment(depthStencil.Format), 0, 0);
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Bind();
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}
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private void BindClearFb()
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{
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, _clearFbHandle);
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if (!_clearFbInitialized)
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{
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SetDrawBuffersImpl(Constants.MaxRenderTargets);
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_clearFbInitialized = true;
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}
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}
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private static bool IsLayered(TextureView view)
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{
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return view != null &&
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view.Target != Target.Texture1D &&
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view.Target != Target.Texture2D &&
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view.Target != Target.Texture2DMultisample &&
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view.Target != Target.TextureBuffer;
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}
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public void Dispose()
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{
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if (Handle != 0)
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@ -144,6 +225,13 @@ namespace Ryujinx.Graphics.OpenGL
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Handle = 0;
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}
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if (_clearFbHandle != 0)
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{
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GL.DeleteFramebuffer(_clearFbHandle);
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_clearFbHandle = 0;
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}
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}
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}
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}
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@ -110,7 +110,7 @@ namespace Ryujinx.Graphics.OpenGL
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Buffer.Clear(destination, offset, size, value);
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}
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public void ClearRenderTargetColor(int index, uint componentMask, ColorF color)
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public void ClearRenderTargetColor(int index, int layer, uint componentMask, ColorF color)
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{
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GL.ColorMask(
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index,
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@ -119,14 +119,18 @@ namespace Ryujinx.Graphics.OpenGL
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(componentMask & 4) != 0,
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(componentMask & 8) != 0);
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_framebuffer.AttachColorLayerForClear(index, layer);
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float[] colors = new float[] { color.Red, color.Green, color.Blue, color.Alpha };
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GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors);
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_framebuffer.DetachColorLayerForClear(index);
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RestoreComponentMask(index);
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}
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public void ClearRenderTargetDepthStencil(float depthValue, bool depthMask, int stencilValue, int stencilMask)
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public void ClearRenderTargetDepthStencil(int layer, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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{
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bool stencilMaskChanged =
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stencilMask != 0 &&
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@ -144,6 +148,8 @@ namespace Ryujinx.Graphics.OpenGL
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GL.DepthMask(depthMask);
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}
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_framebuffer.AttachDepthStencilLayerForClear(layer);
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if (depthMask && stencilMask != 0)
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{
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GL.ClearBuffer(ClearBufferCombined.DepthStencil, 0, depthValue, stencilValue);
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@ -157,6 +163,8 @@ namespace Ryujinx.Graphics.OpenGL
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GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Stencil, 0, ref stencilValue);
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}
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_framebuffer.DetachDepthStencilLayerForClear();
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if (stencilMaskChanged)
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{
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GL.StencilMaskSeparate(StencilFace.Front, _stencilFrontMask);
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