forked from Mirror/Ryujinx
Implement Depth Clamping (#1120)
* Implement Depth Clamping and add misc enums * Fix formatting
This commit is contained in:
parent
0a7c6caedf
commit
4960ab85f8
6 changed files with 60 additions and 3 deletions
|
@ -29,6 +29,7 @@ namespace Ryujinx.Graphics.GAL
|
|||
void SetBlendColor(ColorF color);
|
||||
|
||||
void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
|
||||
void SetDepthClamp(bool clampNear, bool clampFar);
|
||||
void SetDepthMode(DepthMode mode);
|
||||
void SetDepthTest(DepthTestDescriptor depthTest);
|
||||
|
||||
|
|
|
@ -127,6 +127,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
UpdateScissorState(state);
|
||||
}
|
||||
|
||||
if (state.QueryModified(MethodOffset.ViewVolumeClipControl))
|
||||
{
|
||||
UpdateDepthClampState(state);
|
||||
}
|
||||
|
||||
if (state.QueryModified(MethodOffset.DepthTestEnable,
|
||||
MethodOffset.DepthWriteEnable,
|
||||
MethodOffset.DepthTestFunc))
|
||||
|
@ -134,7 +139,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
UpdateDepthTestState(state);
|
||||
}
|
||||
|
||||
if (state.QueryModified(MethodOffset.DepthMode, MethodOffset.ViewportTransform, MethodOffset.ViewportExtents))
|
||||
if (state.QueryModified(MethodOffset.DepthMode,
|
||||
MethodOffset.ViewportTransform,
|
||||
MethodOffset.ViewportExtents))
|
||||
{
|
||||
UpdateViewportTransform(state);
|
||||
}
|
||||
|
@ -362,6 +369,17 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates host depth clamp state based on current GPU state.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
private void UpdateDepthClampState(GpuState state)
|
||||
{
|
||||
ViewVolumeClipControl clip = state.Get<ViewVolumeClipControl>(MethodOffset.ViewVolumeClipControl);
|
||||
_context.Renderer.Pipeline.SetDepthClamp((clip & ViewVolumeClipControl.DepthClampNear) != 0,
|
||||
(clip & ViewVolumeClipControl.DepthClampFar) != 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates host depth test state based on current GPU state.
|
||||
/// </summary>
|
||||
|
@ -384,8 +402,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
|
||||
_context.Renderer.Pipeline.SetDepthMode(depthMode);
|
||||
|
||||
bool flipY = (state.Get<int>(MethodOffset.YControl) & 1) != 0;
|
||||
|
||||
bool flipY = (state.Get<YControl>(MethodOffset.YControl) & YControl.NegateY) != 0;
|
||||
float yFlip = flipY ? -1 : 1;
|
||||
|
||||
Viewport[] viewports = new Viewport[Constants.TotalViewports];
|
||||
|
|
|
@ -75,6 +75,7 @@ namespace Ryujinx.Graphics.Gpu.State
|
|||
VertexBufferInstanced = 0x620,
|
||||
FaceState = 0x646,
|
||||
ViewportTransformEnable = 0x64b,
|
||||
ViewVolumeClipControl = 0x64f,
|
||||
Clear = 0x674,
|
||||
RtColorMask = 0x680,
|
||||
ReportState = 0x6c0,
|
||||
|
|
12
Ryujinx.Graphics.Gpu/State/ViewVolumeClipControl.cs
Normal file
12
Ryujinx.Graphics.Gpu/State/ViewVolumeClipControl.cs
Normal file
|
@ -0,0 +1,12 @@
|
|||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.State
|
||||
{
|
||||
[Flags]
|
||||
enum ViewVolumeClipControl
|
||||
{
|
||||
ForceDepthRangeZeroToOne = 1 << 0,
|
||||
DepthClampNear = 1 << 3,
|
||||
DepthClampFar = 1 << 4,
|
||||
}
|
||||
}
|
11
Ryujinx.Graphics.Gpu/State/YControl.cs
Normal file
11
Ryujinx.Graphics.Gpu/State/YControl.cs
Normal file
|
@ -0,0 +1,11 @@
|
|||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.State
|
||||
{
|
||||
[Flags]
|
||||
enum YControl
|
||||
{
|
||||
NegateY = 1 << 0,
|
||||
TriangleRastFlip = 1 << 4
|
||||
}
|
||||
}
|
|
@ -546,6 +546,21 @@ namespace Ryujinx.Graphics.OpenGL
|
|||
// GL.PolygonOffsetClamp(factor, units, clamp);
|
||||
}
|
||||
|
||||
public void SetDepthClamp(bool clampNear, bool clampFar)
|
||||
{
|
||||
// TODO: Use GL_AMD_depth_clamp_separate or similar if available?
|
||||
// Currently enables clamping if either is set.
|
||||
bool clamp = clampNear || clampFar;
|
||||
|
||||
if (!clamp)
|
||||
{
|
||||
GL.Disable(EnableCap.DepthClamp);
|
||||
return;
|
||||
}
|
||||
|
||||
GL.Enable(EnableCap.DepthClamp);
|
||||
}
|
||||
|
||||
public void SetDepthMode(DepthMode mode)
|
||||
{
|
||||
ClipDepthMode depthMode = mode.Convert();
|
||||
|
|
Loading…
Reference in a new issue