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Implement user-defined clipping on GL state pipeline (#1118)
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12399b8aea
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5 changed files with 38 additions and 0 deletions
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@ -66,6 +66,8 @@ namespace Ryujinx.Graphics.GAL
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void SetUniformBuffer(int index, ShaderStage stage, BufferRange buffer);
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void SetUserClipDistance(int index, bool enableClip);
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void SetVertexAttribs(VertexAttribDescriptor[] vertexAttribs);
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void SetVertexBuffers(VertexBufferDescriptor[] vertexBuffers);
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@ -54,5 +54,10 @@ namespace Ryujinx.Graphics.Gpu
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/// Maximum number of viewports.
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/// </summary>
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public const int TotalViewports = 16;
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/// <summary>
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/// Maximum size of gl_ClipDistance array in shaders.
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/// </summary>
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public const int TotalClipDistances = 8;
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}
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}
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@ -125,6 +125,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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UpdateShaderState(state);
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}
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if (state.QueryModified(MethodOffset.ClipDistanceEnable))
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{
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UpdateUserClipState(state);
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}
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if (state.QueryModified(MethodOffset.RasterizeEnable))
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{
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UpdateRasterizerState(state);
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@ -902,6 +907,20 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.Renderer.Pipeline.SetProgram(gs.HostProgram);
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}
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/// <summary>
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/// Updates user-defined clipping based on the guest GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateUserClipState(GpuState state)
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{
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int clipMask = state.Get<int>(MethodOffset.ClipDistanceEnable);
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for (int i = 0; i < Constants.TotalClipDistances; ++i)
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{
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_context.Renderer.Pipeline.SetUserClipDistance(i, (clipMask & (1 << i)) != 0);
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}
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}
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/// <summary>
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/// Gets texture target from a sampler type.
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/// </summary>
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@ -66,6 +66,7 @@ namespace Ryujinx.Graphics.Gpu.State
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YControl = 0x4eb,
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FirstVertex = 0x50d,
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FirstInstance = 0x50e,
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ClipDistanceEnable = 0x544,
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PointSize = 0x546,
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ResetCounter = 0x54c,
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RtDepthStencilEnable = 0x54e,
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@ -811,6 +811,17 @@ namespace Ryujinx.Graphics.OpenGL
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SetBuffer(index, stage, buffer, isStorage: false);
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}
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public void SetUserClipDistance(int index, bool enableClip)
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{
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if (!enableClip)
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{
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GL.Disable(EnableCap.ClipDistance0 + index);
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return;
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}
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GL.Enable(EnableCap.ClipDistance0 + index);
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}
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public void SetVertexAttribs(VertexAttribDescriptor[] vertexAttribs)
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{
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EnsureVertexArray();
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