forked from Mirror/Ryujinx
Support depth clip mode and disable shader fast math optimization on NVIDIA as a workaround for compiler bugs (?)
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17fb11ddb9
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7ce5584f9e
7 changed files with 55 additions and 4 deletions
8
Ryujinx.Graphics.GAL/DepthMode.cs
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8
Ryujinx.Graphics.GAL/DepthMode.cs
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@ -0,0 +1,8 @@
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namespace Ryujinx.Graphics.GAL
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{
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public enum DepthMode
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{
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MinusOneToOne,
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ZeroToOne
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}
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}
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@ -49,6 +49,8 @@ namespace Ryujinx.Graphics.GAL
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void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
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void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
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void SetDepthMode(DepthMode mode);
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void SetDepthTest(DepthTestDescriptor depthTest);
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void SetDepthTest(DepthTestDescriptor depthTest);
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void SetFaceCulling(bool enable, Face face);
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void SetFaceCulling(bool enable, Face face);
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@ -102,7 +102,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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UpdateDepthTestState(state);
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UpdateDepthTestState(state);
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}
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}
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if (state.QueryModified(MethodOffset.ViewportTransform, MethodOffset.ViewportExtents))
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if (state.QueryModified(MethodOffset.DepthMode, MethodOffset.ViewportTransform, MethodOffset.ViewportExtents))
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{
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{
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UpdateViewportTransform(state);
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UpdateViewportTransform(state);
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}
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}
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@ -294,6 +294,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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private void UpdateViewportTransform(GpuState state)
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private void UpdateViewportTransform(GpuState state)
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{
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{
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DepthMode depthMode = state.Get<DepthMode>(MethodOffset.DepthMode);
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_context.Renderer.Pipeline.SetDepthMode(depthMode);
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bool transformEnable = GetViewportTransformEnable(state);
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bool transformEnable = GetViewportTransformEnable(state);
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bool flipY = (state.Get<int>(MethodOffset.YControl) & 1) != 0;
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bool flipY = (state.Get<int>(MethodOffset.YControl) & 1) != 0;
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@ -21,6 +21,7 @@ namespace Ryujinx.Graphics.Gpu.State
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ViewportTransform = 0x280,
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ViewportTransform = 0x280,
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ViewportExtents = 0x300,
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ViewportExtents = 0x300,
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VertexBufferDrawState = 0x35d,
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VertexBufferDrawState = 0x35d,
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DepthMode = 0x35f,
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ClearColors = 0x360,
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ClearColors = 0x360,
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ClearDepthValue = 0x364,
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ClearDepthValue = 0x364,
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ClearStencilValue = 0x368,
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ClearStencilValue = 0x368,
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20
Ryujinx.Graphics.OpenGL/Converters/DepthModeConverter.cs
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Ryujinx.Graphics.OpenGL/Converters/DepthModeConverter.cs
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@ -0,0 +1,20 @@
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using System;
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namespace Ryujinx.Graphics.OpenGL
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{
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static class DepthModeConverter
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{
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public static ClipDepthMode Convert(this DepthMode mode)
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{
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switch (mode)
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{
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case DepthMode.MinusOneToOne: return ClipDepthMode.NegativeOneToOne;
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case DepthMode.ZeroToOne: return ClipDepthMode.ZeroToOne;
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}
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throw new ArgumentException($"Invalid depth mode \"{mode}\".");
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}
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}
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}
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@ -30,13 +30,15 @@ namespace Ryujinx.Graphics.OpenGL
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private TextureView _unit0Texture;
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private TextureView _unit0Texture;
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private ClipOrigin _clipOrigin;
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private ClipOrigin _clipOrigin;
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private ClipDepthMode _clipDepthMode;
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private uint[] _componentMasks;
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private uint[] _componentMasks;
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internal Pipeline()
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internal Pipeline()
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{
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{
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_clipOrigin = ClipOrigin.LowerLeft;
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_clipOrigin = ClipOrigin.LowerLeft;
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_clipDepthMode = ClipDepthMode.NegativeOneToOne;
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}
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}
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public void BindBlendState(int index, BlendDescriptor blend)
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public void BindBlendState(int index, BlendDescriptor blend)
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@ -646,6 +648,18 @@ namespace Ryujinx.Graphics.OpenGL
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// GL.PolygonOffsetClamp(factor, units, clamp);
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// GL.PolygonOffsetClamp(factor, units, clamp);
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}
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}
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public void SetDepthMode(DepthMode mode)
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{
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ClipDepthMode depthMode = mode.Convert();
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if (_clipDepthMode != depthMode)
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{
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_clipDepthMode = depthMode;
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GL.ClipControl(_clipOrigin, depthMode);
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}
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}
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public void SetDepthTest(DepthTestDescriptor depthTest)
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public void SetDepthTest(DepthTestDescriptor depthTest)
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{
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{
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GL.DepthFunc((DepthFunction)depthTest.Func.Convert());
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GL.DepthFunc((DepthFunction)depthTest.Func.Convert());
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@ -828,7 +842,7 @@ namespace Ryujinx.Graphics.OpenGL
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{
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{
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_clipOrigin = origin;
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_clipOrigin = origin;
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GL.ClipControl(origin, ClipDepthMode.NegativeOneToOne);
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GL.ClipControl(origin, _clipDepthMode);
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}
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}
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}
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}
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@ -26,6 +26,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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context.AppendLine("#extension GL_ARB_compute_shader : enable");
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context.AppendLine("#extension GL_ARB_compute_shader : enable");
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}
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}
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context.AppendLine("#pragma optionNV(fastmath off)");
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context.AppendLine();
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context.AppendLine();
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context.AppendLine($"const int {DefaultNames.UndefinedName} = 0;");
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context.AppendLine($"const int {DefaultNames.UndefinedName} = 0;");
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