mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-22 22:45:48 +00:00
Implement DepthWriteMask and add R16G16 (#425)
This commit is contained in:
parent
bed13f2022
commit
47a62e826f
6 changed files with 46 additions and 14 deletions
|
@ -34,6 +34,7 @@
|
|||
public GalCullFace CullFace;
|
||||
|
||||
public bool DepthTestEnabled;
|
||||
public bool DepthWriteEnabled;
|
||||
public GalComparisonOp DepthFunc;
|
||||
|
||||
public bool StencilTestEnabled;
|
||||
|
|
|
@ -85,6 +85,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
CullFace = GalCullFace.Back,
|
||||
|
||||
DepthTestEnabled = false,
|
||||
DepthWriteEnabled = true,
|
||||
DepthFunc = GalComparisonOp.Less,
|
||||
|
||||
StencilTestEnabled = false,
|
||||
|
@ -138,19 +139,19 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
|
||||
//Note: Uncomment SetFrontFace and SetCullFace when flipping issues are solved
|
||||
|
||||
//if (New.FrontFace != O.FrontFace)
|
||||
//if (New.FrontFace != Old.FrontFace)
|
||||
//{
|
||||
// GL.FrontFace(OGLEnumConverter.GetFrontFace(New.FrontFace));
|
||||
//}
|
||||
|
||||
//if (New.CullFaceEnabled != O.CullFaceEnabled)
|
||||
//if (New.CullFaceEnabled != Old.CullFaceEnabled)
|
||||
//{
|
||||
// Enable(EnableCap.CullFace, New.CullFaceEnabled);
|
||||
//}
|
||||
|
||||
//if (New.CullFaceEnabled)
|
||||
//{
|
||||
// if (New.CullFace != O.CullFace)
|
||||
// if (New.CullFace != Old.CullFace)
|
||||
// {
|
||||
// GL.CullFace(OGLEnumConverter.GetCullFace(New.CullFace));
|
||||
// }
|
||||
|
@ -161,6 +162,13 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
Enable(EnableCap.DepthTest, New.DepthTestEnabled);
|
||||
}
|
||||
|
||||
if (New.DepthWriteEnabled != Old.DepthWriteEnabled)
|
||||
{
|
||||
Rasterizer.DepthWriteEnabled = New.DepthWriteEnabled;
|
||||
|
||||
GL.DepthMask(New.DepthWriteEnabled);
|
||||
}
|
||||
|
||||
if (New.DepthTestEnabled)
|
||||
{
|
||||
if (New.DepthFunc != Old.DepthFunc)
|
||||
|
|
|
@ -5,6 +5,8 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
{
|
||||
class OGLRasterizer : IGalRasterizer
|
||||
{
|
||||
public bool DepthWriteEnabled { set; private get; }
|
||||
|
||||
private int[] VertexBuffers;
|
||||
|
||||
private OGLCachedResource<int> VboCache;
|
||||
|
@ -28,6 +30,8 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
IboCache = new OGLCachedResource<int>(GL.DeleteBuffer);
|
||||
|
||||
IndexBuffer = new IbInfo();
|
||||
|
||||
DepthWriteEnabled = true;
|
||||
}
|
||||
|
||||
public void LockCaches()
|
||||
|
@ -49,6 +53,12 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
float Depth,
|
||||
int Stencil)
|
||||
{
|
||||
//OpenGL needs glDepthMask to be enabled to clear it
|
||||
if (!DepthWriteEnabled)
|
||||
{
|
||||
GL.DepthMask(true);
|
||||
}
|
||||
|
||||
GL.ColorMask(
|
||||
Flags.HasFlag(GalClearBufferFlags.ColorRed),
|
||||
Flags.HasFlag(GalClearBufferFlags.ColorGreen),
|
||||
|
@ -68,6 +78,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
}
|
||||
|
||||
GL.ColorMask(true, true, true, true);
|
||||
|
||||
if (!DepthWriteEnabled)
|
||||
{
|
||||
GL.DepthMask(false);
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsVboCached(long Key, long DataSize)
|
||||
|
|
|
@ -209,7 +209,7 @@ namespace Ryujinx.Graphics
|
|||
|
||||
private void SetFrameBuffer(GalPipelineState State)
|
||||
{
|
||||
State.FramebufferSrgb = (ReadRegister(NvGpuEngine3dReg.FrameBufferSrgb) & 1) != 0;
|
||||
State.FramebufferSrgb = ReadRegisterBool(NvGpuEngine3dReg.FrameBufferSrgb);
|
||||
|
||||
State.FlipX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
|
||||
State.FlipY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);
|
||||
|
@ -227,7 +227,7 @@ namespace Ryujinx.Graphics
|
|||
|
||||
GalMemoryLayout Layout = (GalMemoryLayout)((BlockDim >> 12) & 1); //?
|
||||
|
||||
bool ZetaEnable = (ReadRegister(NvGpuEngine3dReg.ZetaEnable) & 1) != 0;
|
||||
bool ZetaEnable = ReadRegisterBool(NvGpuEngine3dReg.ZetaEnable);
|
||||
|
||||
if (VA == 0 || ZetaFormat == 0 || !ZetaEnable)
|
||||
{
|
||||
|
@ -352,7 +352,7 @@ namespace Ryujinx.Graphics
|
|||
|
||||
private void SetCullFace(GalPipelineState State)
|
||||
{
|
||||
State.CullFaceEnabled = (ReadRegister(NvGpuEngine3dReg.CullFaceEnable) & 1) != 0;
|
||||
State.CullFaceEnabled = ReadRegisterBool(NvGpuEngine3dReg.CullFaceEnable);
|
||||
|
||||
if (State.CullFaceEnabled)
|
||||
{
|
||||
|
@ -362,7 +362,9 @@ namespace Ryujinx.Graphics
|
|||
|
||||
private void SetDepth(GalPipelineState State)
|
||||
{
|
||||
State.DepthTestEnabled = (ReadRegister(NvGpuEngine3dReg.DepthTestEnable) & 1) != 0;
|
||||
State.DepthTestEnabled = ReadRegisterBool(NvGpuEngine3dReg.DepthTestEnable);
|
||||
|
||||
State.DepthWriteEnabled = ReadRegisterBool(NvGpuEngine3dReg.DepthWriteEnable);
|
||||
|
||||
if (State.DepthTestEnabled)
|
||||
{
|
||||
|
@ -372,7 +374,7 @@ namespace Ryujinx.Graphics
|
|||
|
||||
private void SetStencil(GalPipelineState State)
|
||||
{
|
||||
State.StencilTestEnabled = (ReadRegister(NvGpuEngine3dReg.StencilEnable) & 1) != 0;
|
||||
State.StencilTestEnabled = ReadRegisterBool(NvGpuEngine3dReg.StencilEnable);
|
||||
|
||||
if (State.StencilTestEnabled)
|
||||
{
|
||||
|
@ -397,11 +399,11 @@ namespace Ryujinx.Graphics
|
|||
private void SetAlphaBlending(GalPipelineState State)
|
||||
{
|
||||
//TODO: Support independent blend properly.
|
||||
State.BlendEnabled = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0;
|
||||
State.BlendEnabled = ReadRegisterBool(NvGpuEngine3dReg.IBlendNEnable);
|
||||
|
||||
if (State.BlendEnabled)
|
||||
{
|
||||
State.BlendSeparateAlpha = (ReadRegister(NvGpuEngine3dReg.IBlendNSeparateAlpha) & 1) != 0;
|
||||
State.BlendSeparateAlpha = ReadRegisterBool(NvGpuEngine3dReg.IBlendNSeparateAlpha);
|
||||
|
||||
State.BlendEquationRgb = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationRgb);
|
||||
State.BlendFuncSrcRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcRgb);
|
||||
|
@ -414,7 +416,7 @@ namespace Ryujinx.Graphics
|
|||
|
||||
private void SetPrimitiveRestart(GalPipelineState State)
|
||||
{
|
||||
State.PrimitiveRestartEnabled = (ReadRegister(NvGpuEngine3dReg.PrimRestartEnable) & 1) != 0;
|
||||
State.PrimitiveRestartEnabled = ReadRegisterBool(NvGpuEngine3dReg.PrimRestartEnable);
|
||||
|
||||
if (State.PrimitiveRestartEnabled)
|
||||
{
|
||||
|
@ -424,7 +426,7 @@ namespace Ryujinx.Graphics
|
|||
|
||||
private void SetRenderTargets()
|
||||
{
|
||||
bool SeparateFragData = (ReadRegister(NvGpuEngine3dReg.RTSeparateFragData) & 1) != 0;
|
||||
bool SeparateFragData = ReadRegisterBool(NvGpuEngine3dReg.RTSeparateFragData);
|
||||
|
||||
if (SeparateFragData)
|
||||
{
|
||||
|
@ -635,7 +637,7 @@ namespace Ryujinx.Graphics
|
|||
|
||||
int VertexDivisor = ReadRegister(NvGpuEngine3dReg.VertexArrayNDivisor + Index * 4);
|
||||
|
||||
bool Instanced = (ReadRegister(NvGpuEngine3dReg.VertexArrayNInstance + Index) & 1) != 0;
|
||||
bool Instanced = ReadRegisterBool(NvGpuEngine3dReg.VertexArrayNInstance + Index);
|
||||
|
||||
int Stride = Control & 0xfff;
|
||||
|
||||
|
@ -845,6 +847,11 @@ namespace Ryujinx.Graphics
|
|||
return BitConverter.Int32BitsToSingle(ReadRegister(Reg));
|
||||
}
|
||||
|
||||
private bool ReadRegisterBool(NvGpuEngine3dReg Reg)
|
||||
{
|
||||
return (ReadRegister(Reg) & 1) != 0;
|
||||
}
|
||||
|
||||
private void WriteRegister(NvGpuEngine3dReg Reg, int Value)
|
||||
{
|
||||
Registers[(int)Reg] = Value;
|
||||
|
|
|
@ -35,6 +35,7 @@ namespace Ryujinx.Graphics
|
|||
ZetaArrayMode = 0x48c,
|
||||
DepthTestEnable = 0x4b3,
|
||||
IBlendEnable = 0x4b9,
|
||||
DepthWriteEnable = 0x4ba,
|
||||
DepthTestFunction = 0x4c3,
|
||||
BlendSeparateAlpha = 0x4cf,
|
||||
BlendEquationRgb = 0x4d0,
|
||||
|
|
|
@ -52,7 +52,7 @@ namespace Ryujinx.Graphics.Texture
|
|||
{ GalTextureFormat.G8R8, GalImageFormat.G8R8 | Snorm | Unorm | Sint | Uint },
|
||||
{ GalTextureFormat.R16, GalImageFormat.R16 | Snorm | Unorm | Sint | Uint | Sfloat },
|
||||
{ GalTextureFormat.R8, GalImageFormat.R8 | Snorm | Unorm | Sint | Uint },
|
||||
{ GalTextureFormat.R16G16, GalImageFormat.R16G16 | Snorm },
|
||||
{ GalTextureFormat.R16G16, GalImageFormat.R16G16 | Snorm | Sfloat },
|
||||
{ GalTextureFormat.R32, GalImageFormat.R32 | Sint | Uint | Sfloat },
|
||||
{ GalTextureFormat.A4B4G4R4, GalImageFormat.A4B4G4R4 | Unorm },
|
||||
{ GalTextureFormat.A1B5G5R5, GalImageFormat.A1R5G5B5 | Unorm },
|
||||
|
|
Loading…
Reference in a new issue