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https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-07 23:38:39 +00:00
Implement DepthWriteMask and add R16G16 (#425)
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parent
bed13f2022
commit
47a62e826f
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@ -34,6 +34,7 @@
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public GalCullFace CullFace;
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public bool DepthTestEnabled;
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public bool DepthWriteEnabled;
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public GalComparisonOp DepthFunc;
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public bool StencilTestEnabled;
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@ -85,6 +85,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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CullFace = GalCullFace.Back,
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DepthTestEnabled = false,
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DepthWriteEnabled = true,
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DepthFunc = GalComparisonOp.Less,
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StencilTestEnabled = false,
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@ -138,19 +139,19 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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//Note: Uncomment SetFrontFace and SetCullFace when flipping issues are solved
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//if (New.FrontFace != O.FrontFace)
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//if (New.FrontFace != Old.FrontFace)
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//{
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// GL.FrontFace(OGLEnumConverter.GetFrontFace(New.FrontFace));
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//}
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//if (New.CullFaceEnabled != O.CullFaceEnabled)
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//if (New.CullFaceEnabled != Old.CullFaceEnabled)
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//{
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// Enable(EnableCap.CullFace, New.CullFaceEnabled);
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//}
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//if (New.CullFaceEnabled)
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//{
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// if (New.CullFace != O.CullFace)
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// if (New.CullFace != Old.CullFace)
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// {
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// GL.CullFace(OGLEnumConverter.GetCullFace(New.CullFace));
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// }
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@ -161,6 +162,13 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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Enable(EnableCap.DepthTest, New.DepthTestEnabled);
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}
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if (New.DepthWriteEnabled != Old.DepthWriteEnabled)
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{
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Rasterizer.DepthWriteEnabled = New.DepthWriteEnabled;
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GL.DepthMask(New.DepthWriteEnabled);
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}
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if (New.DepthTestEnabled)
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{
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if (New.DepthFunc != Old.DepthFunc)
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@ -5,6 +5,8 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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class OGLRasterizer : IGalRasterizer
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{
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public bool DepthWriteEnabled { set; private get; }
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private int[] VertexBuffers;
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private OGLCachedResource<int> VboCache;
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@ -28,6 +30,8 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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IboCache = new OGLCachedResource<int>(GL.DeleteBuffer);
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IndexBuffer = new IbInfo();
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DepthWriteEnabled = true;
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}
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public void LockCaches()
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@ -49,6 +53,12 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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float Depth,
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int Stencil)
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{
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//OpenGL needs glDepthMask to be enabled to clear it
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if (!DepthWriteEnabled)
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{
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GL.DepthMask(true);
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}
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GL.ColorMask(
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Flags.HasFlag(GalClearBufferFlags.ColorRed),
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Flags.HasFlag(GalClearBufferFlags.ColorGreen),
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@ -68,6 +78,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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}
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GL.ColorMask(true, true, true, true);
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if (!DepthWriteEnabled)
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{
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GL.DepthMask(false);
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}
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}
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public bool IsVboCached(long Key, long DataSize)
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@ -209,7 +209,7 @@ namespace Ryujinx.Graphics
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private void SetFrameBuffer(GalPipelineState State)
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{
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State.FramebufferSrgb = (ReadRegister(NvGpuEngine3dReg.FrameBufferSrgb) & 1) != 0;
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State.FramebufferSrgb = ReadRegisterBool(NvGpuEngine3dReg.FrameBufferSrgb);
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State.FlipX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
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State.FlipY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);
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@ -227,7 +227,7 @@ namespace Ryujinx.Graphics
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GalMemoryLayout Layout = (GalMemoryLayout)((BlockDim >> 12) & 1); //?
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bool ZetaEnable = (ReadRegister(NvGpuEngine3dReg.ZetaEnable) & 1) != 0;
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bool ZetaEnable = ReadRegisterBool(NvGpuEngine3dReg.ZetaEnable);
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if (VA == 0 || ZetaFormat == 0 || !ZetaEnable)
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{
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@ -352,7 +352,7 @@ namespace Ryujinx.Graphics
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private void SetCullFace(GalPipelineState State)
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{
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State.CullFaceEnabled = (ReadRegister(NvGpuEngine3dReg.CullFaceEnable) & 1) != 0;
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State.CullFaceEnabled = ReadRegisterBool(NvGpuEngine3dReg.CullFaceEnable);
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if (State.CullFaceEnabled)
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{
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@ -362,7 +362,9 @@ namespace Ryujinx.Graphics
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private void SetDepth(GalPipelineState State)
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{
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State.DepthTestEnabled = (ReadRegister(NvGpuEngine3dReg.DepthTestEnable) & 1) != 0;
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State.DepthTestEnabled = ReadRegisterBool(NvGpuEngine3dReg.DepthTestEnable);
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State.DepthWriteEnabled = ReadRegisterBool(NvGpuEngine3dReg.DepthWriteEnable);
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if (State.DepthTestEnabled)
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{
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@ -372,7 +374,7 @@ namespace Ryujinx.Graphics
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private void SetStencil(GalPipelineState State)
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{
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State.StencilTestEnabled = (ReadRegister(NvGpuEngine3dReg.StencilEnable) & 1) != 0;
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State.StencilTestEnabled = ReadRegisterBool(NvGpuEngine3dReg.StencilEnable);
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if (State.StencilTestEnabled)
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{
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@ -397,11 +399,11 @@ namespace Ryujinx.Graphics
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private void SetAlphaBlending(GalPipelineState State)
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{
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//TODO: Support independent blend properly.
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State.BlendEnabled = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0;
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State.BlendEnabled = ReadRegisterBool(NvGpuEngine3dReg.IBlendNEnable);
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if (State.BlendEnabled)
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{
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State.BlendSeparateAlpha = (ReadRegister(NvGpuEngine3dReg.IBlendNSeparateAlpha) & 1) != 0;
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State.BlendSeparateAlpha = ReadRegisterBool(NvGpuEngine3dReg.IBlendNSeparateAlpha);
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State.BlendEquationRgb = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationRgb);
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State.BlendFuncSrcRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcRgb);
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@ -414,7 +416,7 @@ namespace Ryujinx.Graphics
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private void SetPrimitiveRestart(GalPipelineState State)
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{
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State.PrimitiveRestartEnabled = (ReadRegister(NvGpuEngine3dReg.PrimRestartEnable) & 1) != 0;
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State.PrimitiveRestartEnabled = ReadRegisterBool(NvGpuEngine3dReg.PrimRestartEnable);
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if (State.PrimitiveRestartEnabled)
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{
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@ -424,7 +426,7 @@ namespace Ryujinx.Graphics
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private void SetRenderTargets()
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{
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bool SeparateFragData = (ReadRegister(NvGpuEngine3dReg.RTSeparateFragData) & 1) != 0;
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bool SeparateFragData = ReadRegisterBool(NvGpuEngine3dReg.RTSeparateFragData);
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if (SeparateFragData)
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{
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@ -635,7 +637,7 @@ namespace Ryujinx.Graphics
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int VertexDivisor = ReadRegister(NvGpuEngine3dReg.VertexArrayNDivisor + Index * 4);
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bool Instanced = (ReadRegister(NvGpuEngine3dReg.VertexArrayNInstance + Index) & 1) != 0;
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bool Instanced = ReadRegisterBool(NvGpuEngine3dReg.VertexArrayNInstance + Index);
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int Stride = Control & 0xfff;
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@ -845,6 +847,11 @@ namespace Ryujinx.Graphics
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return BitConverter.Int32BitsToSingle(ReadRegister(Reg));
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}
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private bool ReadRegisterBool(NvGpuEngine3dReg Reg)
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{
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return (ReadRegister(Reg) & 1) != 0;
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}
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private void WriteRegister(NvGpuEngine3dReg Reg, int Value)
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{
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Registers[(int)Reg] = Value;
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@ -35,6 +35,7 @@ namespace Ryujinx.Graphics
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ZetaArrayMode = 0x48c,
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DepthTestEnable = 0x4b3,
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IBlendEnable = 0x4b9,
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DepthWriteEnable = 0x4ba,
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DepthTestFunction = 0x4c3,
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BlendSeparateAlpha = 0x4cf,
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BlendEquationRgb = 0x4d0,
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@ -52,7 +52,7 @@ namespace Ryujinx.Graphics.Texture
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{ GalTextureFormat.G8R8, GalImageFormat.G8R8 | Snorm | Unorm | Sint | Uint },
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{ GalTextureFormat.R16, GalImageFormat.R16 | Snorm | Unorm | Sint | Uint | Sfloat },
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{ GalTextureFormat.R8, GalImageFormat.R8 | Snorm | Unorm | Sint | Uint },
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{ GalTextureFormat.R16G16, GalImageFormat.R16G16 | Snorm },
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{ GalTextureFormat.R16G16, GalImageFormat.R16G16 | Snorm | Sfloat },
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{ GalTextureFormat.R32, GalImageFormat.R32 | Sint | Uint | Sfloat },
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{ GalTextureFormat.A4B4G4R4, GalImageFormat.A4B4G4R4 | Unorm },
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{ GalTextureFormat.A1B5G5R5, GalImageFormat.A1R5G5B5 | Unorm },
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