Implement some GPU features (#209)

* Implement stencil testing

* Implement depth testing

* Implement face culling

* Implement front face

* Comparison functions now take OGL enums too

* Fix front facing when flipping was used

* Add depth and stencil clear values
This commit is contained in:
ReinUsesLisp 2018-07-05 15:47:29 -03:00 committed by gdkchan
parent c99b2884e4
commit 97ca974213
9 changed files with 334 additions and 18 deletions

View file

@ -2,13 +2,13 @@ namespace Ryujinx.Graphics.Gal
{
public enum GalComparisonOp
{
Never = 0x200,
Less = 0x201,
Equal = 0x202,
Lequal = 0x203,
Greater = 0x204,
NotEqual = 0x205,
Gequal = 0x206,
Always = 0x207
Never = 0x1,
Less = 0x2,
Equal = 0x3,
Lequal = 0x4,
Greater = 0x5,
NotEqual = 0x6,
Gequal = 0x7,
Always = 0x8
}
}

View file

@ -0,0 +1,9 @@
namespace Ryujinx.Graphics.Gal
{
public enum GalCullFace
{
Front = 0x404,
Back = 0x405,
FrontAndBack = 0x408
}
}

View file

@ -0,0 +1,8 @@
namespace Ryujinx.Graphics.Gal
{
public enum GalFrontFace
{
CW = 0x900,
CCW = 0x901
}
}

View file

@ -0,0 +1,14 @@
namespace Ryujinx.Graphics.Gal
{
public enum GalStencilOp
{
Keep = 0x1,
Zero = 0x2,
Replace = 0x3,
Incr = 0x4,
Decr = 0x5,
Invert = 0x6,
IncrWrap = 0x7,
DecrWrap = 0x8
}
}

View file

@ -8,16 +8,34 @@ namespace Ryujinx.Graphics.Gal
bool IsIboCached(long Key, long DataSize);
void SetFrontFace(GalFrontFace FrontFace);
void EnableCullFace();
void DisableCullFace();
void SetCullFace(GalCullFace CullFace);
void EnableDepthTest();
void DisableDepthTest();
void SetDepthFunction(GalComparisonOp Func);
void SetClearDepth(float Depth);
void EnableStencilTest();
void DisableStencilTest();
void SetStencilFunction(bool IsFrontFace, GalComparisonOp Func, int Ref, int Mask);
void SetStencilOp(bool IsFrontFace, GalStencilOp Fail, GalStencilOp ZFail, GalStencilOp ZPass);
void SetStencilMask(bool IsFrontFace, int Mask);
void SetClearStencil(int Stencil);
void CreateVbo(long Key, byte[] Buffer);
void CreateIbo(long Key, byte[] Buffer);

View file

@ -5,17 +5,76 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{
static class OGLEnumConverter
{
public static FrontFaceDirection GetFrontFace(GalFrontFace FrontFace)
{
switch (FrontFace)
{
case GalFrontFace.CW: return FrontFaceDirection.Cw;
case GalFrontFace.CCW: return FrontFaceDirection.Ccw;
}
throw new ArgumentException(nameof(FrontFace));
}
public static CullFaceMode GetCullFace(GalCullFace CullFace)
{
switch (CullFace)
{
case GalCullFace.Front: return CullFaceMode.Front;
case GalCullFace.Back: return CullFaceMode.Back;
case GalCullFace.FrontAndBack: return CullFaceMode.FrontAndBack;
}
throw new ArgumentException(nameof(CullFace));
}
public static StencilOp GetStencilOp(GalStencilOp Op)
{
switch (Op)
{
case GalStencilOp.Keep: return StencilOp.Keep;
case GalStencilOp.Zero: return StencilOp.Zero;
case GalStencilOp.Replace: return StencilOp.Replace;
case GalStencilOp.Incr: return StencilOp.Incr;
case GalStencilOp.Decr: return StencilOp.Decr;
case GalStencilOp.Invert: return StencilOp.Invert;
case GalStencilOp.IncrWrap: return StencilOp.IncrWrap;
case GalStencilOp.DecrWrap: return StencilOp.DecrWrap;
}
throw new ArgumentException(nameof(Op));
}
public static DepthFunction GetDepthFunc(GalComparisonOp Func)
{
//Looks like the GPU can take it's own values (described in GalComparisonOp) and OpenGL values alike
if ((int)Func >= (int)DepthFunction.Never &&
(int)Func <= (int)DepthFunction.Always)
{
return (DepthFunction)Func;
}
switch (Func)
{
case GalComparisonOp.Never: return DepthFunction.Never;
case GalComparisonOp.Less: return DepthFunction.Less;
case GalComparisonOp.Equal: return DepthFunction.Equal;
case GalComparisonOp.Lequal: return DepthFunction.Lequal;
case GalComparisonOp.Greater: return DepthFunction.Greater;
case GalComparisonOp.NotEqual: return DepthFunction.Notequal;
case GalComparisonOp.Gequal: return DepthFunction.Gequal;
case GalComparisonOp.Always: return DepthFunction.Always;
}
throw new ArgumentException(nameof(Func));
}
public static StencilFunction GetStencilFunc(GalComparisonOp Func)
{
//OGL comparison values match, it's just an enum cast
return (StencilFunction)GetDepthFunc(Func);
}
public static DrawElementsType GetDrawElementsType(GalIndexFormat Format)
{
switch (Format)

View file

@ -106,6 +106,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
return IboCache.TryGetSize(Key, out long Size) && Size == DataSize;
}
public void SetFrontFace(GalFrontFace FrontFace)
{
GL.FrontFace(OGLEnumConverter.GetFrontFace(FrontFace));
}
public void EnableCullFace()
{
GL.Enable(EnableCap.CullFace);
@ -116,6 +121,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.Disable(EnableCap.CullFace);
}
public void SetCullFace(GalCullFace CullFace)
{
GL.CullFace(OGLEnumConverter.GetCullFace(CullFace));
}
public void EnableDepthTest()
{
GL.Enable(EnableCap.DepthTest);
@ -131,6 +141,49 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.DepthFunc(OGLEnumConverter.GetDepthFunc(Func));
}
public void SetClearDepth(float Depth)
{
GL.ClearDepth(Depth);
}
public void EnableStencilTest()
{
GL.Enable(EnableCap.StencilTest);
}
public void DisableStencilTest()
{
GL.Disable(EnableCap.StencilTest);
}
public void SetStencilFunction(bool IsFrontFace, GalComparisonOp Func, int Ref, int Mask)
{
GL.StencilFuncSeparate(
IsFrontFace ? StencilFace.Front : StencilFace.Back,
OGLEnumConverter.GetStencilFunc(Func),
Ref,
Mask);
}
public void SetStencilOp(bool IsFrontFace, GalStencilOp Fail, GalStencilOp ZFail, GalStencilOp ZPass)
{
GL.StencilOpSeparate(
IsFrontFace ? StencilFace.Front : StencilFace.Back,
OGLEnumConverter.GetStencilOp(Fail),
OGLEnumConverter.GetStencilOp(ZFail),
OGLEnumConverter.GetStencilOp(ZPass));
}
public void SetStencilMask(bool IsFrontFace, int Mask)
{
GL.StencilMaskSeparate(IsFrontFace ? StencilFace.Front : StencilFace.Back, Mask);
}
public void SetClearStencil(int Stencil)
{
GL.ClearStencil(Stencil);
}
public void CreateVbo(long Key, byte[] Buffer)
{
int Handle = GL.GenBuffer();

View file

@ -79,8 +79,10 @@ namespace Ryujinx.HLE.Gpu.Engines
Gpu.Renderer.Shader.BindProgram();
SetFrontFace();
SetCullFace();
SetDepth();
SetStencil();
SetAlphaBlending();
UploadTextures(Vmm, Keys);
@ -173,14 +175,8 @@ namespace Ryujinx.HLE.Gpu.Engines
Gpu.Renderer.Shader.Bind(Key);
}
int RawSX = ReadRegister(NvGpuEngine3dReg.ViewportScaleX);
int RawSY = ReadRegister(NvGpuEngine3dReg.ViewportScaleY);
float SX = BitConverter.Int32BitsToSingle(RawSX);
float SY = BitConverter.Int32BitsToSingle(RawSY);
float SignX = MathF.Sign(SX);
float SignY = MathF.Sign(SY);
float SignX = GetFlipSign(NvGpuEngine3dReg.ViewportScaleX);
float SignY = GetFlipSign(NvGpuEngine3dReg.ViewportScaleY);
Gpu.Renderer.Shader.SetFlip(SignX, SignY);
@ -202,14 +198,145 @@ namespace Ryujinx.HLE.Gpu.Engines
throw new ArgumentOutOfRangeException(nameof(Program));
}
private void SetFrontFace()
{
float SignX = GetFlipSign(NvGpuEngine3dReg.ViewportScaleX);
float SignY = GetFlipSign(NvGpuEngine3dReg.ViewportScaleY);
GalFrontFace FrontFace = (GalFrontFace)ReadRegister(NvGpuEngine3dReg.FrontFace);
//Flipping breaks facing. Flipping front facing too fixes it
if (SignX != SignY)
{
switch (FrontFace)
{
case GalFrontFace.CW:
FrontFace = GalFrontFace.CCW;
break;
case GalFrontFace.CCW:
FrontFace = GalFrontFace.CW;
break;
}
}
Gpu.Renderer.Rasterizer.SetFrontFace(FrontFace);
}
private void SetCullFace()
{
//TODO.
bool Enable = (ReadRegister(NvGpuEngine3dReg.CullFaceEnable) & 1) != 0;
if (Enable)
{
Gpu.Renderer.Rasterizer.EnableCullFace();
}
else
{
Gpu.Renderer.Rasterizer.DisableCullFace();
}
if (!Enable)
{
return;
}
GalCullFace CullFace = (GalCullFace)ReadRegister(NvGpuEngine3dReg.CullFace);
Gpu.Renderer.Rasterizer.SetCullFace(CullFace);
}
private void SetDepth()
{
//TODO.
float ClearDepth = ReadRegisterFloat(NvGpuEngine3dReg.ClearDepth);
Gpu.Renderer.Rasterizer.SetClearDepth(ClearDepth);
bool Enable = (ReadRegister(NvGpuEngine3dReg.DepthTestEnable) & 1) != 0;
if (Enable)
{
Gpu.Renderer.Rasterizer.EnableDepthTest();
}
else
{
Gpu.Renderer.Rasterizer.DisableDepthTest();
}
if (!Enable)
{
return;
}
GalComparisonOp Func = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.DepthTestFunction);
Gpu.Renderer.Rasterizer.SetDepthFunction(Func);
}
private void SetStencil()
{
int ClearStencil = ReadRegister(NvGpuEngine3dReg.ClearStencil);
Gpu.Renderer.Rasterizer.SetClearStencil(ClearStencil);
bool Enable = (ReadRegister(NvGpuEngine3dReg.StencilEnable) & 1) != 0;
if (Enable)
{
Gpu.Renderer.Rasterizer.EnableStencilTest();
}
else
{
Gpu.Renderer.Rasterizer.DisableStencilTest();
}
if (!Enable)
{
return;
}
void SetFaceStencil(
bool IsFrontFace,
NvGpuEngine3dReg Func,
NvGpuEngine3dReg FuncRef,
NvGpuEngine3dReg FuncMask,
NvGpuEngine3dReg OpFail,
NvGpuEngine3dReg OpZFail,
NvGpuEngine3dReg OpZPass,
NvGpuEngine3dReg Mask)
{
Gpu.Renderer.Rasterizer.SetStencilFunction(
IsFrontFace,
(GalComparisonOp)ReadRegister(Func),
ReadRegister(FuncRef),
ReadRegister(FuncMask));
Gpu.Renderer.Rasterizer.SetStencilOp(
IsFrontFace,
(GalStencilOp)ReadRegister(OpFail),
(GalStencilOp)ReadRegister(OpZFail),
(GalStencilOp)ReadRegister(OpZPass));
Gpu.Renderer.Rasterizer.SetStencilMask(IsFrontFace, ReadRegister(Mask));
}
SetFaceStencil(false,
NvGpuEngine3dReg.StencilBackFuncFunc,
NvGpuEngine3dReg.StencilBackFuncRef,
NvGpuEngine3dReg.StencilBackFuncMask,
NvGpuEngine3dReg.StencilBackOpFail,
NvGpuEngine3dReg.StencilBackOpZFail,
NvGpuEngine3dReg.StencilBackOpZPass,
NvGpuEngine3dReg.StencilBackMask);
SetFaceStencil(true,
NvGpuEngine3dReg.StencilFrontFuncFunc,
NvGpuEngine3dReg.StencilFrontFuncRef,
NvGpuEngine3dReg.StencilFrontFuncMask,
NvGpuEngine3dReg.StencilFrontOpFail,
NvGpuEngine3dReg.StencilFrontOpZFail,
NvGpuEngine3dReg.StencilFrontOpZPass,
NvGpuEngine3dReg.StencilFrontMask);
}
private void SetAlphaBlending()
@ -549,6 +676,11 @@ namespace Ryujinx.HLE.Gpu.Engines
ConstBuffers[Stage][Index].Size = ReadRegister(NvGpuEngine3dReg.ConstBufferSize);
}
private float GetFlipSign(NvGpuEngine3dReg Reg)
{
return MathF.Sign(ReadRegisterFloat(Reg));
}
private long MakeInt64From2xInt32(NvGpuEngine3dReg Reg)
{
return
@ -571,6 +703,11 @@ namespace Ryujinx.HLE.Gpu.Engines
return Registers[(int)Reg];
}
private float ReadRegisterFloat(NvGpuEngine3dReg Reg)
{
return BitConverter.Int32BitsToSingle(ReadRegister(Reg));
}
private void WriteRegister(NvGpuEngine3dReg Reg, int Value)
{
Registers[(int)Reg] = Value;

View file

@ -14,6 +14,11 @@ namespace Ryujinx.HLE.Gpu.Engines
ViewportTranslateZ = 0x285,
VertexArrayFirst = 0x35d,
VertexArrayCount = 0x35e,
ClearDepth = 0x364,
ClearStencil = 0x368,
StencilBackFuncRef = 0x3d5,
StencilBackMask = 0x3d6,
StencilBackFuncMask = 0x3d7,
VertexAttribNFormat = 0x458,
DepthTestEnable = 0x4b3,
IBlendEnable = 0x4b9,
@ -27,9 +32,22 @@ namespace Ryujinx.HLE.Gpu.Engines
BlendFuncDstAlpha = 0x4d6,
BlendEnableMaster = 0x4d7,
IBlendNEnable = 0x4d8,
StencilEnable = 0x4e0,
StencilFrontOpFail = 0x4e1,
StencilFrontOpZFail = 0x4e2,
StencilFrontOpZPass = 0x4e3,
StencilFrontFuncFunc = 0x4e4,
StencilFrontFuncRef = 0x4e5,
StencilFrontFuncMask = 0x4e6,
StencilFrontMask = 0x4e7,
VertexArrayElemBase = 0x50d,
TexHeaderPoolOffset = 0x55d,
TexSamplerPoolOffset = 0x557,
StencilTwoSideEnable = 0x565,
StencilBackOpFail = 0x566,
StencilBackOpZFail = 0x567,
StencilBackOpZPass = 0x568,
StencilBackFuncFunc = 0x569,
ShaderAddress = 0x582,
VertexBeginGl = 0x586,
IndexArrayAddress = 0x5f2,