forked from Mirror/Ryujinx
Add support for saturation on some shader instructions, fix ReadTexture alignment and add ColorMask support (#451)
* Add support for saturation on some shader instructions, fix ReadTexture alignment * Add ColorMask support, other tweaks
This commit is contained in:
parent
894459fcd7
commit
72317d7777
8 changed files with 63 additions and 12 deletions
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@ -26,6 +26,7 @@
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public GalComparisonOp DepthFunc;
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public bool StencilTestEnabled;
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public bool StencilTwoSideEnabled;
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public GalComparisonOp StencilBackFuncFunc;
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public int StencilBackFuncRef;
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@ -52,6 +53,11 @@
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public GalBlendFactor BlendFuncSrcAlpha;
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public GalBlendFactor BlendFuncDstAlpha;
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public bool ColorMaskR;
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public bool ColorMaskG;
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public bool ColorMaskB;
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public bool ColorMaskA;
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public bool PrimitiveRestartEnabled;
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public uint PrimitiveRestartIndex;
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@ -195,6 +195,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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Enable(EnableCap.StencilTest, New.StencilTestEnabled);
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}
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if (New.StencilTwoSideEnabled != Old.StencilTwoSideEnabled)
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{
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Enable((EnableCap)All.StencilTestTwoSideExt, New.StencilTwoSideEnabled);
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}
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if (New.StencilTestEnabled)
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{
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if (New.StencilBackFuncFunc != Old.StencilBackFuncFunc ||
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@ -298,6 +303,18 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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}
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}
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if (New.ColorMaskR != Old.ColorMaskR ||
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New.ColorMaskG != Old.ColorMaskG ||
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New.ColorMaskB != Old.ColorMaskB ||
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New.ColorMaskA != Old.ColorMaskA)
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{
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GL.ColorMask(
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New.ColorMaskR,
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New.ColorMaskG,
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New.ColorMaskB,
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New.ColorMaskA);
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}
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if (New.PrimitiveRestartEnabled != Old.PrimitiveRestartEnabled)
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{
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Enable(EnableCap.PrimitiveRestart, New.PrimitiveRestartEnabled);
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@ -585,6 +585,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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bool AbsA = OpCode.Read(46);
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bool NegA = OpCode.Read(48);
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bool AbsB = OpCode.Read(49);
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bool Sat = OpCode.Read(50);
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ShaderIrNode OperA = OpCode.Gpr8(), OperB;
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@ -603,12 +604,13 @@ namespace Ryujinx.Graphics.Gal.Shader
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ShaderIrNode Op = new ShaderIrOp(ShaderIrInst.Fadd, OperA, OperB);
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), GetAluFsat(Op, Sat))));
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}
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private static void EmitFmul(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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{
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bool NegB = OpCode.Read(48);
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bool Sat = OpCode.Read(50);
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ShaderIrNode OperA = OpCode.Gpr8(), OperB;
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@ -625,13 +627,14 @@ namespace Ryujinx.Graphics.Gal.Shader
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ShaderIrNode Op = new ShaderIrOp(ShaderIrInst.Fmul, OperA, OperB);
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), GetAluFsat(Op, Sat))));
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}
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private static void EmitFfma(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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{
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bool NegB = OpCode.Read(48);
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bool NegC = OpCode.Read(49);
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bool Sat = OpCode.Read(50);
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ShaderIrNode OperA = OpCode.Gpr8(), OperB, OperC;
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@ -658,7 +661,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ffma, OperA, OperB, OperC);
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), GetAluFsat(Op, Sat))));
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}
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private static void EmitIadd(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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@ -2,6 +2,9 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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static class ShaderDecodeHelper
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{
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private static readonly ShaderIrOperImmf ImmfZero = new ShaderIrOperImmf(0);
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private static readonly ShaderIrOperImmf ImmfOne = new ShaderIrOperImmf(1);
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public static ShaderIrNode GetAluFabsFneg(ShaderIrNode Node, bool Abs, bool Neg)
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{
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return GetAluFneg(GetAluFabs(Node, Abs), Neg);
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@ -17,6 +20,11 @@ namespace Ryujinx.Graphics.Gal.Shader
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return Neg ? new ShaderIrOp(ShaderIrInst.Fneg, Node) : Node;
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}
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public static ShaderIrNode GetAluFsat(ShaderIrNode Node, bool Sat)
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{
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return Sat ? new ShaderIrOp(ShaderIrInst.Fclamp, Node, ImmfZero, ImmfOne) : Node;
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}
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public static ShaderIrNode GetAluIabsIneg(ShaderIrNode Node, bool Abs, bool Neg)
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{
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return GetAluIneg(GetAluIabs(Node, Abs), Neg);
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@ -97,7 +97,8 @@ namespace Ryujinx.Graphics
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SetCullFace(State);
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SetDepth(State);
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SetStencil(State);
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SetAlphaBlending(State);
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SetBlending(State);
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SetColorMask(State);
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SetPrimitiveRestart(State);
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for (int FbIndex = 0; FbIndex < 8; FbIndex++)
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@ -403,7 +404,7 @@ namespace Ryujinx.Graphics
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}
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}
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private void SetAlphaBlending(GalPipelineState State)
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private void SetBlending(GalPipelineState State)
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{
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//TODO: Support independent blend properly.
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State.BlendEnabled = ReadRegisterBool(NvGpuEngine3dReg.IBlendNEnable);
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@ -421,6 +422,16 @@ namespace Ryujinx.Graphics
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}
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}
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private void SetColorMask(GalPipelineState State)
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{
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int ColorMask = ReadRegister(NvGpuEngine3dReg.ColorMask);
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State.ColorMaskR = ((ColorMask >> 0) & 0xf) != 0;
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State.ColorMaskG = ((ColorMask >> 4) & 0xf) != 0;
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State.ColorMaskB = ((ColorMask >> 8) & 0xf) != 0;
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State.ColorMaskA = ((ColorMask >> 12) & 0xf) != 0;
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}
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private void SetPrimitiveRestart(GalPipelineState State)
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{
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State.PrimitiveRestartEnabled = ReadRegisterBool(NvGpuEngine3dReg.PrimRestartEnable);
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@ -78,6 +78,7 @@ namespace Ryujinx.Graphics
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CullFaceEnable = 0x646,
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FrontFace = 0x647,
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CullFace = 0x648,
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ColorMask = 0x680,
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QueryAddress = 0x6c0,
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QuerySequence = 0x6c2,
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QueryControl = 0x6c3,
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@ -235,11 +235,15 @@ namespace Ryujinx.Graphics.Texture
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int BytesPerPixel = Desc.BytesPerPixel;
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int OutOffs = 0;
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//Note: Each row of the texture needs to be aligned to 4 bytes.
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int Pitch = (Width * BytesPerPixel + 3) & ~3;
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byte[] Data = new byte[Width * Height * BytesPerPixel];
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byte[] Data = new byte[Height * Pitch];
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for (int Y = 0; Y < Height; Y++)
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{
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int OutOffs = Y * Pitch;
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for (int X = 0; X < Width; X++)
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{
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long Offset = (uint)Swizzle.GetSwizzleOffset(X, Y);
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@ -248,6 +252,7 @@ namespace Ryujinx.Graphics.Texture
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OutOffs += BytesPerPixel;
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}
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}
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return Data;
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}
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