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https://github.com/yuzu-emu/yuzu-mainline.git
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Merge pull request #1153 from bunnei/stencil-clear
gl_rasterizer: Implement partial color clear, stencil clear, and stencil test.
This commit is contained in:
commit
3ed0115e36
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@ -330,6 +330,17 @@ public:
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Set = 0x150F,
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};
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enum class StencilOp : u32 {
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Keep = 1,
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Zero = 2,
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Replace = 3,
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Incr = 4,
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Decr = 5,
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Invert = 6,
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IncrWrap = 7,
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DecrWrap = 8,
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};
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struct Cull {
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enum class FrontFace : u32 {
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ClockWise = 0x0900,
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@ -508,8 +519,16 @@ public:
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float clear_color[4];
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float clear_depth;
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INSERT_PADDING_WORDS(0x3);
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s32 clear_stencil;
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INSERT_PADDING_WORDS(0x93);
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INSERT_PADDING_WORDS(0x6C);
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s32 stencil_back_func_ref;
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u32 stencil_back_mask;
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u32 stencil_back_func_mask;
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INSERT_PADDING_WORDS(0x20);
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struct {
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u32 address_high;
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@ -573,16 +592,14 @@ public:
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u32 enable[NumRenderTargets];
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} blend;
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struct {
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u32 enable;
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u32 front_op_fail;
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u32 front_op_zfail;
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u32 front_op_zpass;
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u32 front_func_func;
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u32 front_func_ref;
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u32 front_func_mask;
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u32 front_mask;
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} stencil;
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u32 stencil_enable;
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StencilOp stencil_front_op_fail;
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StencilOp stencil_front_op_zfail;
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StencilOp stencil_front_op_zpass;
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ComparisonOp stencil_front_func_func;
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s32 stencil_front_func_ref;
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u32 stencil_front_func_mask;
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u32 stencil_front_mask;
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INSERT_PADDING_WORDS(0x3);
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@ -626,13 +643,11 @@ public:
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INSERT_PADDING_WORDS(0x5);
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struct {
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u32 enable;
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u32 back_op_fail;
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u32 back_op_zfail;
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u32 back_op_zpass;
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u32 back_func_func;
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} stencil_two_side;
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u32 stencil_two_side_enable;
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StencilOp stencil_back_op_fail;
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StencilOp stencil_back_op_zfail;
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StencilOp stencil_back_op_zpass;
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ComparisonOp stencil_back_func_func;
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INSERT_PADDING_WORDS(0x17);
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@ -944,6 +959,10 @@ ASSERT_REG_POSITION(viewport, 0x300);
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ASSERT_REG_POSITION(vertex_buffer, 0x35D);
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ASSERT_REG_POSITION(clear_color[0], 0x360);
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ASSERT_REG_POSITION(clear_depth, 0x364);
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ASSERT_REG_POSITION(clear_stencil, 0x368);
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ASSERT_REG_POSITION(stencil_back_func_ref, 0x3D5);
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ASSERT_REG_POSITION(stencil_back_mask, 0x3D6);
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ASSERT_REG_POSITION(stencil_back_func_mask, 0x3D7);
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ASSERT_REG_POSITION(zeta, 0x3F8);
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ASSERT_REG_POSITION(vertex_attrib_format[0], 0x458);
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ASSERT_REG_POSITION(rt_control, 0x487);
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@ -955,13 +974,24 @@ ASSERT_REG_POSITION(depth_write_enabled, 0x4BA);
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ASSERT_REG_POSITION(d3d_cull_mode, 0x4C2);
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ASSERT_REG_POSITION(depth_test_func, 0x4C3);
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ASSERT_REG_POSITION(blend, 0x4CF);
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ASSERT_REG_POSITION(stencil, 0x4E0);
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ASSERT_REG_POSITION(stencil_enable, 0x4E0);
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ASSERT_REG_POSITION(stencil_front_op_fail, 0x4E1);
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ASSERT_REG_POSITION(stencil_front_op_zfail, 0x4E2);
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ASSERT_REG_POSITION(stencil_front_op_zpass, 0x4E3);
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ASSERT_REG_POSITION(stencil_front_func_func, 0x4E4);
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ASSERT_REG_POSITION(stencil_front_func_ref, 0x4E5);
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ASSERT_REG_POSITION(stencil_front_func_mask, 0x4E6);
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ASSERT_REG_POSITION(stencil_front_mask, 0x4E7);
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ASSERT_REG_POSITION(screen_y_control, 0x4EB);
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ASSERT_REG_POSITION(vb_element_base, 0x50D);
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ASSERT_REG_POSITION(zeta_enable, 0x54E);
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ASSERT_REG_POSITION(tsc, 0x557);
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ASSERT_REG_POSITION(tic, 0x55D);
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ASSERT_REG_POSITION(stencil_two_side, 0x565);
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ASSERT_REG_POSITION(stencil_two_side_enable, 0x565);
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ASSERT_REG_POSITION(stencil_back_op_fail, 0x566);
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ASSERT_REG_POSITION(stencil_back_op_zfail, 0x567);
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ASSERT_REG_POSITION(stencil_back_op_zpass, 0x568);
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ASSERT_REG_POSITION(stencil_back_func_func, 0x569);
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ASSERT_REG_POSITION(point_coord_replace, 0x581);
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ASSERT_REG_POSITION(code_address, 0x582);
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ASSERT_REG_POSITION(draw, 0x585);
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@ -14,6 +14,7 @@
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#include "common/logging/log.h"
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#include "common/math_util.h"
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#include "common/microprofile.h"
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#include "common/scope_exit.h"
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#include "core/core.h"
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#include "core/frontend/emu_window.h"
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#include "core/hle/kernel/process.h"
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@ -315,16 +316,14 @@ std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_c
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using_color_fb = false;
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}
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// TODO(bunnei): Implement this
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const bool has_stencil = false;
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const bool has_stencil = regs.stencil_enable;
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const bool write_color_fb =
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state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
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state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
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const bool write_depth_fb =
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(state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
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(has_stencil && state.stencil.test_enabled && state.stencil.write_mask != 0);
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(has_stencil && (state.stencil.front.write_mask || state.stencil.back.write_mask));
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Surface color_surface;
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Surface depth_surface;
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@ -364,41 +363,70 @@ std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_c
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}
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void RasterizerOpenGL::Clear() {
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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const auto prev_state{state};
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SCOPE_EXIT({ prev_state.Apply(); });
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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bool use_color_fb = false;
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bool use_depth_fb = false;
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GLbitfield clear_mask = 0;
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if (regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B &&
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OpenGLState clear_state;
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clear_state.draw.draw_framebuffer = state.draw.draw_framebuffer;
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clear_state.color_mask.red_enabled = regs.clear_buffers.R ? GL_TRUE : GL_FALSE;
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clear_state.color_mask.green_enabled = regs.clear_buffers.G ? GL_TRUE : GL_FALSE;
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clear_state.color_mask.blue_enabled = regs.clear_buffers.B ? GL_TRUE : GL_FALSE;
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clear_state.color_mask.alpha_enabled = regs.clear_buffers.A ? GL_TRUE : GL_FALSE;
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GLbitfield clear_mask{};
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if (regs.clear_buffers.R || regs.clear_buffers.G || regs.clear_buffers.B ||
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regs.clear_buffers.A) {
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clear_mask |= GL_COLOR_BUFFER_BIT;
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use_color_fb = true;
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if (regs.clear_buffers.RT == 0) {
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// We only support clearing the first color attachment for now
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clear_mask |= GL_COLOR_BUFFER_BIT;
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use_color_fb = true;
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} else {
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// TODO(subv): Add support for the other color attachments
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LOG_CRITICAL(HW_GPU, "Clear unimplemented for RT {}", regs.clear_buffers.RT);
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}
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}
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if (regs.clear_buffers.Z) {
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ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear Z but buffer is not enabled!");
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use_depth_fb = true;
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clear_mask |= GL_DEPTH_BUFFER_BIT;
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use_depth_fb = regs.zeta_enable != 0;
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// Always enable the depth write when clearing the depth buffer. The depth write mask is
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// ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to true.
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state.depth.test_enabled = true;
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state.depth.write_mask = GL_TRUE;
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state.depth.test_func = GL_ALWAYS;
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state.Apply();
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clear_state.depth.test_enabled = true;
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clear_state.depth.test_func = GL_ALWAYS;
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}
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if (regs.clear_buffers.S) {
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ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!");
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use_depth_fb = true;
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clear_mask |= GL_STENCIL_BUFFER_BIT;
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clear_state.stencil.test_enabled = true;
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}
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if (clear_mask == 0)
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if (!use_color_fb && !use_depth_fb) {
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// No color surface nor depth/stencil surface are enabled
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return;
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}
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if (clear_mask == 0) {
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// No clear mask is enabled
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return;
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}
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ScopeAcquireGLContext acquire_context{emu_window};
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auto [dirty_color_surface, dirty_depth_surface] =
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ConfigureFramebuffers(use_color_fb, use_depth_fb, false);
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// TODO(Subv): Support clearing only partial colors.
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clear_state.Apply();
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glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2],
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regs.clear_color[3]);
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glClearDepth(regs.clear_depth);
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glClearStencil(regs.clear_stencil);
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glClear(clear_mask);
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@ -451,6 +479,7 @@ void RasterizerOpenGL::DrawArrays() {
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ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0, true);
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SyncDepthTestState();
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SyncStencilTestState();
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SyncBlendState();
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SyncLogicOpState();
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SyncCullMode();
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@ -841,6 +870,34 @@ void RasterizerOpenGL::SyncDepthTestState() {
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state.depth.test_func = MaxwellToGL::ComparisonOp(regs.depth_test_func);
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}
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void RasterizerOpenGL::SyncStencilTestState() {
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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state.stencil.test_enabled = regs.stencil_enable != 0;
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if (!regs.stencil_enable) {
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return;
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}
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// TODO(bunnei): Verify behavior when this is not set
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ASSERT(regs.stencil_two_side_enable);
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state.stencil.front.test_func = MaxwellToGL::ComparisonOp(regs.stencil_front_func_func);
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state.stencil.front.test_ref = regs.stencil_front_func_ref;
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state.stencil.front.test_mask = regs.stencil_front_func_mask;
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state.stencil.front.action_stencil_fail = MaxwellToGL::StencilOp(regs.stencil_front_op_fail);
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state.stencil.front.action_depth_fail = MaxwellToGL::StencilOp(regs.stencil_front_op_zfail);
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state.stencil.front.action_depth_pass = MaxwellToGL::StencilOp(regs.stencil_front_op_zpass);
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state.stencil.front.write_mask = regs.stencil_front_mask;
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state.stencil.back.test_func = MaxwellToGL::ComparisonOp(regs.stencil_back_func_func);
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state.stencil.back.test_ref = regs.stencil_back_func_ref;
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state.stencil.back.test_mask = regs.stencil_back_func_mask;
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state.stencil.back.action_stencil_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_fail);
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state.stencil.back.action_depth_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_zfail);
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state.stencil.back.action_depth_pass = MaxwellToGL::StencilOp(regs.stencil_back_op_zpass);
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state.stencil.back.write_mask = regs.stencil_back_mask;
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}
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void RasterizerOpenGL::SyncBlendState() {
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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@ -141,6 +141,9 @@ private:
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/// Syncs the depth test state to match the guest state
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void SyncDepthTestState();
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/// Syncs the stencil test state to match the guest state
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void SyncStencilTestState();
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/// Syncs the blend state to match the guest state
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void SyncBlendState();
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@ -27,13 +27,17 @@ OpenGLState::OpenGLState() {
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color_mask.alpha_enabled = GL_TRUE;
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stencil.test_enabled = false;
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stencil.test_func = GL_ALWAYS;
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stencil.test_ref = 0;
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stencil.test_mask = 0xFF;
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stencil.write_mask = 0xFF;
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stencil.action_depth_fail = GL_KEEP;
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stencil.action_depth_pass = GL_KEEP;
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stencil.action_stencil_fail = GL_KEEP;
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auto reset_stencil = [](auto& config) {
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config.test_func = GL_ALWAYS;
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config.test_ref = 0;
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config.test_mask = 0xFFFFFFFF;
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config.write_mask = 0xFFFFFFFF;
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config.action_depth_fail = GL_KEEP;
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config.action_depth_pass = GL_KEEP;
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config.action_stencil_fail = GL_KEEP;
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};
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reset_stencil(stencil.front);
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reset_stencil(stencil.back);
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blend.enabled = true;
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blend.rgb_equation = GL_FUNC_ADD;
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@ -129,24 +133,23 @@ void OpenGLState::Apply() const {
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glDisable(GL_STENCIL_TEST);
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}
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}
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if (stencil.test_func != cur_state.stencil.test_func ||
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stencil.test_ref != cur_state.stencil.test_ref ||
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stencil.test_mask != cur_state.stencil.test_mask) {
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glStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask);
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}
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if (stencil.action_depth_fail != cur_state.stencil.action_depth_fail ||
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stencil.action_depth_pass != cur_state.stencil.action_depth_pass ||
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stencil.action_stencil_fail != cur_state.stencil.action_stencil_fail) {
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glStencilOp(stencil.action_stencil_fail, stencil.action_depth_fail,
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stencil.action_depth_pass);
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}
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// Stencil mask
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if (stencil.write_mask != cur_state.stencil.write_mask) {
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glStencilMask(stencil.write_mask);
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}
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auto config_stencil = [](GLenum face, const auto& config, const auto& prev_config) {
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if (config.test_func != prev_config.test_func || config.test_ref != prev_config.test_ref ||
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config.test_mask != prev_config.test_mask) {
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glStencilFuncSeparate(face, config.test_func, config.test_ref, config.test_mask);
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}
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if (config.action_depth_fail != prev_config.action_depth_fail ||
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config.action_depth_pass != prev_config.action_depth_pass ||
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config.action_stencil_fail != prev_config.action_stencil_fail) {
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glStencilOpSeparate(face, config.action_stencil_fail, config.action_depth_fail,
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config.action_depth_pass);
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}
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if (config.write_mask != prev_config.write_mask) {
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glStencilMaskSeparate(face, config.write_mask);
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}
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};
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config_stencil(GL_FRONT, stencil.front, cur_state.stencil.front);
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config_stencil(GL_BACK, stencil.back, cur_state.stencil.back);
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// Blending
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if (blend.enabled != cur_state.blend.enabled) {
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|
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@ -58,14 +58,16 @@ public:
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} color_mask; // GL_COLOR_WRITEMASK
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struct {
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bool test_enabled; // GL_STENCIL_TEST
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GLenum test_func; // GL_STENCIL_FUNC
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GLint test_ref; // GL_STENCIL_REF
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GLuint test_mask; // GL_STENCIL_VALUE_MASK
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GLuint write_mask; // GL_STENCIL_WRITEMASK
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GLenum action_stencil_fail; // GL_STENCIL_FAIL
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GLenum action_depth_fail; // GL_STENCIL_PASS_DEPTH_FAIL
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GLenum action_depth_pass; // GL_STENCIL_PASS_DEPTH_PASS
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bool test_enabled; // GL_STENCIL_TEST
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struct {
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GLenum test_func; // GL_STENCIL_FUNC
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GLint test_ref; // GL_STENCIL_REF
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GLuint test_mask; // GL_STENCIL_VALUE_MASK
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GLuint write_mask; // GL_STENCIL_WRITEMASK
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GLenum action_stencil_fail; // GL_STENCIL_FAIL
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GLenum action_depth_fail; // GL_STENCIL_PASS_DEPTH_FAIL
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GLenum action_depth_pass; // GL_STENCIL_PASS_DEPTH_PASS
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} front, back;
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} stencil;
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struct {
|
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|
|
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@ -295,6 +295,30 @@ inline GLenum ComparisonOp(Maxwell::ComparisonOp comparison) {
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return {};
|
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}
|
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|
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inline GLenum StencilOp(Maxwell::StencilOp stencil) {
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switch (stencil) {
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case Maxwell::StencilOp::Keep:
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return GL_KEEP;
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case Maxwell::StencilOp::Zero:
|
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return GL_ZERO;
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case Maxwell::StencilOp::Replace:
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return GL_REPLACE;
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case Maxwell::StencilOp::Incr:
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return GL_INCR;
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case Maxwell::StencilOp::Decr:
|
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return GL_DECR;
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case Maxwell::StencilOp::Invert:
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return GL_INVERT;
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case Maxwell::StencilOp::IncrWrap:
|
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return GL_INCR_WRAP;
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||||
case Maxwell::StencilOp::DecrWrap:
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return GL_DECR_WRAP;
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}
|
||||
LOG_CRITICAL(Render_OpenGL, "Unimplemented stencil op={}", static_cast<u32>(stencil));
|
||||
UNREACHABLE();
|
||||
return {};
|
||||
}
|
||||
|
||||
inline GLenum FrontFace(Maxwell::Cull::FrontFace front_face) {
|
||||
switch (front_face) {
|
||||
case Maxwell::Cull::FrontFace::ClockWise:
|
||||
|
|
Loading…
Reference in a new issue