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Fix wrong face culling once and for all (#1277)

* Viewport swizzle support on NV and clip origin

* Initialize default viewport swizzle state, emulate viewport swizzle on shaders when not supported

* Address PR feedback
This commit is contained in:
gdkchan 2020-05-27 20:03:07 -03:00 committed by GitHub
parent 83d94b21d0
commit a15b951721
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GPG key ID: 4AEE18F83AFDEB23
16 changed files with 202 additions and 53 deletions

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@ -5,26 +5,28 @@ namespace Ryujinx.Graphics.GAL
public bool SupportsAstcCompression { get; }
public bool SupportsImageLoadFormatted { get; }
public bool SupportsNonConstantTextureOffset { get; }
public bool SupportsViewportSwizzle { get; }
public int MaximumComputeSharedMemorySize { get; }
public int StorageBufferOffsetAlignment { get; }
public float MaxSupportedAnisotropy { get; }
public int MaximumComputeSharedMemorySize { get; }
public float MaximumSupportedAnisotropy { get; }
public int StorageBufferOffsetAlignment { get; }
public Capabilities(
bool supportsAstcCompression,
bool supportsImageLoadFormatted,
bool supportsNonConstantTextureOffset,
bool supportsViewportSwizzle,
int maximumComputeSharedMemorySize,
int storageBufferOffsetAlignment,
float maxSupportedAnisotropy)
float maximumSupportedAnisotropy,
int storageBufferOffsetAlignment)
{
SupportsAstcCompression = supportsAstcCompression;
SupportsImageLoadFormatted = supportsImageLoadFormatted;
SupportsNonConstantTextureOffset = supportsNonConstantTextureOffset;
SupportsViewportSwizzle = supportsViewportSwizzle;
MaximumComputeSharedMemorySize = maximumComputeSharedMemorySize;
MaximumSupportedAnisotropy = maximumSupportedAnisotropy;
StorageBufferOffsetAlignment = storageBufferOffsetAlignment;
MaxSupportedAnisotropy = maxSupportedAnisotropy;
}
}
}

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@ -42,6 +42,8 @@ namespace Ryujinx.Graphics.GAL
void SetImage(int index, ShaderStage stage, ITexture texture);
void SetOrigin(Origin origin);
void SetPointSize(float size);
void SetPrimitiveRestart(bool enable, int index);

View file

@ -0,0 +1,8 @@
namespace Ryujinx.Graphics.GAL
{
public enum Origin
{
UpperLeft,
LowerLeft
}
}

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@ -2,13 +2,15 @@ namespace Ryujinx.Graphics.GAL
{
public enum ViewportSwizzle
{
PositiveX,
NegativeX,
PositiveY,
NegativeY,
PositiveZ,
NegativeZ,
PositiveW,
NegativeW
PositiveX = 0,
NegativeX = 1,
PositiveY = 2,
NegativeY = 3,
PositiveZ = 4,
NegativeZ = 5,
PositiveW = 6,
NegativeW = 7,
NegativeFlag = 1
}
}

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@ -422,10 +422,23 @@ namespace Ryujinx.Graphics.Gpu.Engine
_context.Renderer.Pipeline.SetDepthMode(depthMode);
bool flipY = (state.Get<YControl>(MethodOffset.YControl) & YControl.NegateY) != 0;
float yFlip = flipY ? -1 : 1;
YControl yControl = state.Get<YControl>(MethodOffset.YControl);
Viewport[] viewports = new Viewport[Constants.TotalViewports];
bool flipY = yControl.HasFlag(YControl.NegateY);
Origin origin = yControl.HasFlag(YControl.TriangleRastFlip) ? Origin.LowerLeft : Origin.UpperLeft;
_context.Renderer.Pipeline.SetOrigin(origin);
// The triangle rast flip flag only affects rasterization, the viewport is not flipped.
// Setting the origin mode to upper left on the host, however, not onlyy affects rasterization,
// but also flips the viewport.
// We negate the effects of flipping the viewport by flipping it again using the viewport swizzle.
if (origin == Origin.UpperLeft)
{
flipY = !flipY;
}
Span<Viewport> viewports = stackalloc Viewport[Constants.TotalViewports];
for (int index = 0; index < Constants.TotalViewports; index++)
{
@ -435,17 +448,42 @@ namespace Ryujinx.Graphics.Gpu.Engine
float x = transform.TranslateX - MathF.Abs(transform.ScaleX);
float y = transform.TranslateY - MathF.Abs(transform.ScaleY);
float width = transform.ScaleX * 2;
float height = transform.ScaleY * 2 * yFlip;
float width = MathF.Abs(transform.ScaleX) * 2;
float height = MathF.Abs(transform.ScaleY) * 2;
RectangleF region = new RectangleF(x, y, width, height);
ViewportSwizzle swizzleX = transform.UnpackSwizzleX();
ViewportSwizzle swizzleY = transform.UnpackSwizzleY();
ViewportSwizzle swizzleZ = transform.UnpackSwizzleZ();
ViewportSwizzle swizzleW = transform.UnpackSwizzleW();
if (transform.ScaleX < 0)
{
swizzleX ^= ViewportSwizzle.NegativeFlag;
}
if (flipY)
{
swizzleY ^= ViewportSwizzle.NegativeFlag;
}
if (transform.ScaleY < 0)
{
swizzleY ^= ViewportSwizzle.NegativeFlag;
}
if (transform.ScaleZ < 0)
{
swizzleZ ^= ViewportSwizzle.NegativeFlag;
}
viewports[index] = new Viewport(
region,
transform.UnpackSwizzleX(),
transform.UnpackSwizzleY(),
transform.UnpackSwizzleZ(),
transform.UnpackSwizzleW(),
swizzleX,
swizzleY,
swizzleZ,
swizzleW,
extents.DepthNear,
extents.DepthFar);
}

View file

@ -41,7 +41,7 @@ namespace Ryujinx.Graphics.Gpu.Image
float mipLodBias = descriptor.UnpackMipLodBias();
float maxRequestedAnisotropy = GraphicsConfig.MaxAnisotropy >= 0 && GraphicsConfig.MaxAnisotropy <= 16 ? GraphicsConfig.MaxAnisotropy : descriptor.UnpackMaxAnisotropy();
float maxSupportedAnisotropy = context.Capabilities.MaxSupportedAnisotropy;
float maxSupportedAnisotropy = context.Capabilities.MaximumSupportedAnisotropy;
if (maxRequestedAnisotropy > maxSupportedAnisotropy)
maxRequestedAnisotropy = maxSupportedAnisotropy;

View file

@ -3,6 +3,7 @@ using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Shader;
using System;
namespace Ryujinx.Graphics.Gpu.Shader
{
@ -187,6 +188,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
public bool QuerySupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
/// <summary>
/// Queries host GPU viewport swizzle support.
/// </summary>
/// <returns>True if the GPU and driver supports viewport swizzle, false otherwise</returns>
public bool QuerySupportsViewportSwizzle() => _context.Capabilities.SupportsViewportSwizzle;
/// <summary>
/// Queries texture format information, for shaders using image load or store.
/// </summary>
@ -250,6 +257,24 @@ namespace Ryujinx.Graphics.Gpu.Shader
};
}
public int QueryViewportSwizzle(int component)
{
YControl yControl = _state.Get<YControl>(MethodOffset.YControl);
bool flipY = yControl.HasFlag(YControl.NegateY) ^ !yControl.HasFlag(YControl.TriangleRastFlip);
ViewportTransform transform = _state.Get<ViewportTransform>(MethodOffset.ViewportTransform, 0);
return component switch
{
0 => (int)(transform.UnpackSwizzleX() ^ (transform.ScaleX < 0 ? ViewportSwizzle.NegativeFlag : 0)),
1 => (int)(transform.UnpackSwizzleY() ^ (transform.ScaleY < 0 ? ViewportSwizzle.NegativeFlag : 0) ^ (flipY ? ViewportSwizzle.NegativeFlag : 0)),
2 => (int)(transform.UnpackSwizzleZ() ^ (transform.ScaleZ < 0 ? ViewportSwizzle.NegativeFlag : 0)),
3 => (int)transform.UnpackSwizzleW(),
_ => throw new ArgumentOutOfRangeException(nameof(component))
};
}
/// <summary>
/// Gets the texture descriptor for a given texture on the pool.
/// </summary>

View file

@ -146,6 +146,9 @@ namespace Ryujinx.Graphics.Gpu.State
{
memory[(int)MethodOffset.ViewportExtents + index * 4 + 2] = 0;
memory[(int)MethodOffset.ViewportExtents + index * 4 + 3] = 0x3F800000;
// Set swizzle to +XYZW
memory[(int)MethodOffset.ViewportTransform + index * 8 + 6] = 0x6420;
}
// Viewport transform enable.

View file

@ -416,5 +416,32 @@ namespace Ryujinx.Graphics.OpenGL
return TextureTarget.Texture2D;
}
public static NvViewportSwizzle Convert(this ViewportSwizzle swizzle)
{
switch (swizzle)
{
case ViewportSwizzle.PositiveX:
return NvViewportSwizzle.ViewportSwizzlePositiveXNv;
case ViewportSwizzle.PositiveY:
return NvViewportSwizzle.ViewportSwizzlePositiveYNv;
case ViewportSwizzle.PositiveZ:
return NvViewportSwizzle.ViewportSwizzlePositiveZNv;
case ViewportSwizzle.PositiveW:
return NvViewportSwizzle.ViewportSwizzlePositiveWNv;
case ViewportSwizzle.NegativeX:
return NvViewportSwizzle.ViewportSwizzleNegativeXNv;
case ViewportSwizzle.NegativeY:
return NvViewportSwizzle.ViewportSwizzleNegativeYNv;
case ViewportSwizzle.NegativeZ:
return NvViewportSwizzle.ViewportSwizzleNegativeZNv;
case ViewportSwizzle.NegativeW:
return NvViewportSwizzle.ViewportSwizzleNegativeWNv;
}
Logger.PrintDebug(LogClass.Gpu, $"Invalid {nameof(ViewportSwizzle)} enum value: {swizzle}.");
return NvViewportSwizzle.ViewportSwizzlePositiveXNv;
}
}
}

View file

@ -7,6 +7,7 @@ namespace Ryujinx.Graphics.OpenGL
{
private static readonly Lazy<bool> _supportsAstcCompression = new Lazy<bool>(() => HasExtension("GL_KHR_texture_compression_astc_ldr"));
private static readonly Lazy<bool> _supportsImageLoadFormatted = new Lazy<bool>(() => HasExtension("GL_EXT_shader_image_load_formatted"));
private static readonly Lazy<bool> _supportsViewportSwizzle = new Lazy<bool>(() => HasExtension("GL_NV_viewport_swizzle"));
private static readonly Lazy<int> _maximumComputeSharedMemorySize = new Lazy<int>(() => GetLimit(All.MaxComputeSharedMemorySize));
private static readonly Lazy<int> _storageBufferOffsetAlignment = new Lazy<int>(() => GetLimit(All.ShaderStorageBufferOffsetAlignment));
@ -27,12 +28,13 @@ namespace Ryujinx.Graphics.OpenGL
public static bool SupportsAstcCompression => _supportsAstcCompression.Value;
public static bool SupportsImageLoadFormatted => _supportsImageLoadFormatted.Value;
public static bool SupportsViewportSwizzle => _supportsViewportSwizzle.Value;
public static bool SupportsNonConstantTextureOffset => _gpuVendor.Value == GpuVendor.Nvidia;
public static int MaximumComputeSharedMemorySize => _maximumComputeSharedMemorySize.Value;
public static int StorageBufferOffsetAlignment => _storageBufferOffsetAlignment.Value;
public static float MaxSupportedAnisotropy => _maxSupportedAnisotropy.Value;
public static float MaximumSupportedAnisotropy => _maxSupportedAnisotropy.Value;
private static bool HasExtension(string name)
{

View file

@ -650,6 +650,13 @@ namespace Ryujinx.Graphics.OpenGL
_vertexArray.SetIndexBuffer(buffer.Handle);
}
public void SetOrigin(Origin origin)
{
ClipOrigin clipOrigin = origin == Origin.UpperLeft ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft;
SetOrigin(clipOrigin);
}
public void SetPointSize(float size)
{
GL.PointSize(size);
@ -854,8 +861,6 @@ namespace Ryujinx.Graphics.OpenGL
public void SetViewports(int first, ReadOnlySpan<Viewport> viewports)
{
bool flipY = false;
float[] viewportArray = new float[viewports.Length * 4];
double[] depthRangeArray = new double[viewports.Length * 2];
@ -869,17 +874,14 @@ namespace Ryujinx.Graphics.OpenGL
viewportArray[viewportElemIndex + 0] = viewport.Region.X;
viewportArray[viewportElemIndex + 1] = viewport.Region.Y;
// OpenGL does not support per-viewport flipping, so
// instead we decide that based on the viewport 0 value.
// It will apply to all viewports.
if (index == 0)
if (HwCapabilities.SupportsViewportSwizzle)
{
flipY = viewport.Region.Height < 0;
}
if (viewport.SwizzleY == ViewportSwizzle.NegativeY)
{
flipY = !flipY;
GL.NV.ViewportSwizzle(
index,
viewport.SwizzleX.Convert(),
viewport.SwizzleY.Convert(),
viewport.SwizzleZ.Convert(),
viewport.SwizzleW.Convert());
}
viewportArray[viewportElemIndex + 2] = MathF.Abs(viewport.Region.Width);
@ -892,8 +894,6 @@ namespace Ryujinx.Graphics.OpenGL
GL.ViewportArray(first, viewports.Length, viewportArray);
GL.DepthRangeArray(first, viewports.Length, depthRangeArray);
SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft);
}
public void TextureBarrier()

View file

@ -75,9 +75,10 @@ namespace Ryujinx.Graphics.OpenGL
HwCapabilities.SupportsAstcCompression,
HwCapabilities.SupportsImageLoadFormatted,
HwCapabilities.SupportsNonConstantTextureOffset,
HwCapabilities.SupportsViewportSwizzle,
HwCapabilities.MaximumComputeSharedMemorySize,
HwCapabilities.StorageBufferOffsetAlignment,
HwCapabilities.MaxSupportedAnisotropy);
HwCapabilities.MaximumSupportedAnisotropy,
HwCapabilities.StorageBufferOffsetAlignment);
}
public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)

View file

@ -64,9 +64,22 @@
return true;
}
public bool QuerySupportsViewportSwizzle()
{
return true;
}
public TextureFormat QueryTextureFormat(int handle)
{
return TextureFormat.R8G8B8A8Unorm;
}
public int QueryViewportSwizzle(int component)
{
// Bit 0: Negate flag.
// Bits 2-1: Component.
// Example: 0b110 = W, 0b111 = -W, 0b000 = X, 0b010 = Y etc.
return component << 1;
}
}
}

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@ -11,9 +11,7 @@ namespace Ryujinx.Graphics.Shader.Translation
public Block CurrBlock { get; set; }
public OpCode CurrOp { get; set; }
private ShaderConfig _config;
public ShaderConfig Config => _config;
public ShaderConfig Config { get; }
private List<Operation> _operations;
@ -21,7 +19,7 @@ namespace Ryujinx.Graphics.Shader.Translation
public EmitterContext(ShaderConfig config)
{
_config = config;
Config = config;
_operations = new List<Operation>();
@ -61,13 +59,40 @@ namespace Ryujinx.Graphics.Shader.Translation
public void PrepareForReturn()
{
if (_config.Stage == ShaderStage.Fragment)
if (Config.Stage == ShaderStage.Vertex && (Config.Flags & TranslationFlags.VertexA) == 0)
{
if (_config.OmapDepth)
// Here we attempt to implement viewport swizzle on the vertex shader.
// Perform permutation and negation of the output gl_Position components.
// Note that per-viewport swizzling can't be supported using this approach.
int swizzleX = Config.GpuAccessor.QueryViewportSwizzle(0);
int swizzleY = Config.GpuAccessor.QueryViewportSwizzle(1);
int swizzleZ = Config.GpuAccessor.QueryViewportSwizzle(2);
int swizzleW = Config.GpuAccessor.QueryViewportSwizzle(3);
bool nonStandardSwizzle = swizzleX != 0 || swizzleY != 2 || swizzleZ != 4 || swizzleW != 6;
if (!Config.GpuAccessor.QuerySupportsViewportSwizzle() && nonStandardSwizzle)
{
Operand[] temp = new Operand[4];
temp[0] = this.Copy(Attribute(AttributeConsts.PositionX));
temp[1] = this.Copy(Attribute(AttributeConsts.PositionY));
temp[2] = this.Copy(Attribute(AttributeConsts.PositionZ));
temp[3] = this.Copy(Attribute(AttributeConsts.PositionW));
this.Copy(Attribute(AttributeConsts.PositionX), this.FPNegate(temp[(swizzleX >> 1) & 3], (swizzleX & 1) != 0));
this.Copy(Attribute(AttributeConsts.PositionY), this.FPNegate(temp[(swizzleY >> 1) & 3], (swizzleY & 1) != 0));
this.Copy(Attribute(AttributeConsts.PositionZ), this.FPNegate(temp[(swizzleZ >> 1) & 3], (swizzleZ & 1) != 0));
this.Copy(Attribute(AttributeConsts.PositionW), this.FPNegate(temp[(swizzleW >> 1) & 3], (swizzleW & 1) != 0));
}
}
else if (Config.Stage == ShaderStage.Fragment)
{
if (Config.OmapDepth)
{
Operand dest = Attribute(AttributeConsts.FragmentOutputDepth);
Operand src = Register(_config.GetDepthRegister(), RegisterType.Gpr);
Operand src = Register(Config.GetDepthRegister(), RegisterType.Gpr);
this.Copy(dest, src);
}
@ -76,7 +101,7 @@ namespace Ryujinx.Graphics.Shader.Translation
for (int attachment = 0; attachment < 8; attachment++)
{
OmapTarget target = _config.OmapTargets[attachment];
OmapTarget target = Config.OmapTargets[attachment];
for (int component = 0; component < 4; component++)
{

View file

@ -7,7 +7,8 @@ namespace Ryujinx.Graphics.Shader.Translation
{
None = 0,
Compute = 1 << 0,
DebugMode = 1 << 1
VertexA = 1 << 0,
Compute = 1 << 1,
DebugMode = 1 << 2
}
}

View file

@ -23,7 +23,7 @@ namespace Ryujinx.Graphics.Shader.Translation
public static ShaderProgram Translate(ulong addressA, ulong addressB, IGpuAccessor gpuAccessor, TranslationFlags flags)
{
Operation[] opsA = DecodeShader(addressA, gpuAccessor, flags, out _, out int sizeA);
Operation[] opsA = DecodeShader(addressA, gpuAccessor, flags | TranslationFlags.VertexA, out _, out int sizeA);
Operation[] opsB = DecodeShader(addressB, gpuAccessor, flags, out ShaderConfig config, out int sizeB);
return Translate(Combine(opsA, opsB), config, sizeB, sizeA);