diff --git a/Ryujinx.Graphics.GAL/IPipeline.cs b/Ryujinx.Graphics.GAL/IPipeline.cs index 8e8cd965c1..726eb45948 100644 --- a/Ryujinx.Graphics.GAL/IPipeline.cs +++ b/Ryujinx.Graphics.GAL/IPipeline.cs @@ -50,8 +50,6 @@ namespace Ryujinx.Graphics.GAL void SetLogicOpState(bool enable, LogicalOp op); - void SetOrigin(Origin origin); - void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin); void SetPrimitiveRestart(bool enable, int index); diff --git a/Ryujinx.Graphics.Gpu/Engine/Methods.cs b/Ryujinx.Graphics.Gpu/Engine/Methods.cs index 79ed3c9076..618f644069 100644 --- a/Ryujinx.Graphics.Gpu/Engine/Methods.cs +++ b/Ryujinx.Graphics.Gpu/Engine/Methods.cs @@ -488,25 +488,12 @@ namespace Ryujinx.Graphics.Gpu.Engine /// Current GPU state private void UpdateViewportTransform(GpuState state) { - DepthMode depthMode = state.Get(MethodOffset.DepthMode); + var yControl = state.Get (MethodOffset.YControl); + var face = state.Get(MethodOffset.FaceState); - _context.Renderer.Pipeline.SetDepthMode(depthMode); + UpdateFrontFace(yControl, face.FrontFace); - YControl yControl = state.Get(MethodOffset.YControl); - - bool flipY = yControl.HasFlag(YControl.NegateY); - Origin origin = yControl.HasFlag(YControl.TriangleRastFlip) ? Origin.LowerLeft : Origin.UpperLeft; - - _context.Renderer.Pipeline.SetOrigin(origin); - - // The triangle rast flip flag only affects rasterization, the viewport is not flipped. - // Setting the origin mode to upper left on the host, however, not only affects rasterization, - // but also flips the viewport. - // We negate the effects of flipping the viewport by flipping it again using the viewport swizzle. - if (origin == Origin.UpperLeft) - { - flipY = !flipY; - } + bool flipY = yControl.HasFlag(YControl.NegateY); Span viewports = stackalloc Viewport[Constants.TotalViewports]; @@ -515,11 +502,42 @@ namespace Ryujinx.Graphics.Gpu.Engine var transform = state.Get(MethodOffset.ViewportTransform, index); var extents = state.Get (MethodOffset.ViewportExtents, index); - float x = transform.TranslateX - MathF.Abs(transform.ScaleX); - float y = transform.TranslateY - MathF.Abs(transform.ScaleY); + float scaleX = MathF.Abs(transform.ScaleX); + float scaleY = transform.ScaleY; - float width = MathF.Abs(transform.ScaleX) * 2; - float height = MathF.Abs(transform.ScaleY) * 2; + if (flipY) + { + scaleY = -scaleY; + } + + if (!_context.Capabilities.SupportsViewportSwizzle && transform.UnpackSwizzleY() == ViewportSwizzle.NegativeY) + { + scaleY = -scaleY; + } + + if (index == 0) + { + // Try to guess the depth mode being used on the high level API + // based on current transform. + // It is setup like so by said APIs: + // If depth mode is ZeroToOne: + // TranslateZ = Near + // ScaleZ = Far - Near + // If depth mode is MinusOneToOne: + // TranslateZ = (Near + Far) / 2 + // ScaleZ = (Far - Near) / 2 + // DepthNear/Far are sorted such as that Near is always less than Far. + DepthMode depthMode = extents.DepthNear != transform.TranslateZ && + extents.DepthFar != transform.TranslateZ ? DepthMode.MinusOneToOne : DepthMode.ZeroToOne; + + _context.Renderer.Pipeline.SetDepthMode(depthMode); + } + + float x = transform.TranslateX - scaleX; + float y = transform.TranslateY - scaleY; + + float width = scaleX * 2; + float height = scaleY * 2; float scale = TextureManager.RenderTargetScale; if (scale != 1f) @@ -537,34 +555,17 @@ namespace Ryujinx.Graphics.Gpu.Engine ViewportSwizzle swizzleZ = transform.UnpackSwizzleZ(); ViewportSwizzle swizzleW = transform.UnpackSwizzleW(); - if (transform.ScaleX < 0) - { - swizzleX ^= ViewportSwizzle.NegativeFlag; - } - - if (flipY) - { - swizzleY ^= ViewportSwizzle.NegativeFlag; - } - - if (transform.ScaleY < 0) - { - swizzleY ^= ViewportSwizzle.NegativeFlag; - } + float depthNear = extents.DepthNear; + float depthFar = extents.DepthFar; if (transform.ScaleZ < 0) { - swizzleZ ^= ViewportSwizzle.NegativeFlag; + float temp = depthNear; + depthNear = depthFar; + depthFar = temp; } - viewports[index] = new Viewport( - region, - swizzleX, - swizzleY, - swizzleZ, - swizzleW, - extents.DepthNear, - extents.DepthFar); + viewports[index] = new Viewport(region, swizzleX, swizzleY, swizzleZ, swizzleW, depthNear, depthFar); } _context.Renderer.Pipeline.SetViewports(0, viewports); @@ -832,11 +833,29 @@ namespace Ryujinx.Graphics.Gpu.Engine /// Current GPU state private void UpdateFaceState(GpuState state) { - var face = state.Get(MethodOffset.FaceState); + var yControl = state.Get (MethodOffset.YControl); + var face = state.Get(MethodOffset.FaceState); _context.Renderer.Pipeline.SetFaceCulling(face.CullEnable, face.CullFace); - _context.Renderer.Pipeline.SetFrontFace(face.FrontFace); + UpdateFrontFace(yControl, face.FrontFace); + } + + /// + /// Updates the front face based on the current front face and the origin. + /// + /// Y control register value, where the origin is located + /// Front face + private void UpdateFrontFace(YControl yControl, FrontFace frontFace) + { + bool isUpperLeftOrigin = !yControl.HasFlag(YControl.TriangleRastFlip); + + if (isUpperLeftOrigin) + { + frontFace = frontFace == FrontFace.CounterClockwise ? FrontFace.Clockwise : FrontFace.CounterClockwise; + } + + _context.Renderer.Pipeline.SetFrontFace(frontFace); } /// diff --git a/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs b/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs index 03d8d19685..fd0a6b0db0 100644 --- a/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs +++ b/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs @@ -188,12 +188,6 @@ namespace Ryujinx.Graphics.Gpu.Shader /// True if the GPU and driver supports non-constant texture offsets, false otherwise public bool QuerySupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset; - /// - /// Queries host GPU viewport swizzle support. - /// - /// True if the GPU and driver supports viewport swizzle, false otherwise - public bool QuerySupportsViewportSwizzle() => _context.Capabilities.SupportsViewportSwizzle; - /// /// Queries texture format information, for shaders using image load or store. /// @@ -257,24 +251,6 @@ namespace Ryujinx.Graphics.Gpu.Shader }; } - public int QueryViewportSwizzle(int component) - { - YControl yControl = _state.Get(MethodOffset.YControl); - - bool flipY = yControl.HasFlag(YControl.NegateY) ^ !yControl.HasFlag(YControl.TriangleRastFlip); - - ViewportTransform transform = _state.Get(MethodOffset.ViewportTransform, 0); - - return component switch - { - 0 => (int)(transform.UnpackSwizzleX() ^ (transform.ScaleX < 0 ? ViewportSwizzle.NegativeFlag : 0)), - 1 => (int)(transform.UnpackSwizzleY() ^ (transform.ScaleY < 0 ? ViewportSwizzle.NegativeFlag : 0) ^ (flipY ? ViewportSwizzle.NegativeFlag : 0)), - 2 => (int)(transform.UnpackSwizzleZ() ^ (transform.ScaleZ < 0 ? ViewportSwizzle.NegativeFlag : 0)), - 3 => (int)transform.UnpackSwizzleW(), - _ => throw new ArgumentOutOfRangeException(nameof(component)) - }; - } - /// /// Gets the texture descriptor for a given texture on the pool. /// diff --git a/Ryujinx.Graphics.OpenGL/Pipeline.cs b/Ryujinx.Graphics.OpenGL/Pipeline.cs index b5eb3543f4..78e37ed64a 100644 --- a/Ryujinx.Graphics.OpenGL/Pipeline.cs +++ b/Ryujinx.Graphics.OpenGL/Pipeline.cs @@ -39,6 +39,7 @@ namespace Ryujinx.Graphics.OpenGL private TextureBase _rtColor0Texture; private TextureBase _rtDepthTexture; + private FrontFaceDirection _frontFace; private ClipOrigin _clipOrigin; private ClipDepthMode _clipDepthMode; @@ -48,7 +49,7 @@ namespace Ryujinx.Graphics.OpenGL private bool _tfEnabled; - ColorF _blendConstant = new ColorF(0, 0, 0, 0); + private ColorF _blendConstant; internal Pipeline() { @@ -570,20 +571,6 @@ namespace Ryujinx.Graphics.OpenGL GL.Enable(IndexedEnableCap.Blend, index); } - public void SetLogicOpState(bool enable, LogicalOp op) - { - if (enable) - { - GL.Enable(EnableCap.ColorLogicOp); - - GL.LogicOp((LogicOp)op.Convert()); - } - else - { - GL.Disable(EnableCap.ColorLogicOp); - } - } - public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp) { if ((enables & PolygonModeMask.Point) != 0) @@ -676,7 +663,7 @@ namespace Ryujinx.Graphics.OpenGL public void SetFrontFace(FrontFace frontFace) { - GL.FrontFace(frontFace.Convert()); + SetFrontFace(_frontFace = frontFace.Convert()); } public void SetImage(int index, ShaderStage stage, ITexture texture) @@ -706,11 +693,18 @@ namespace Ryujinx.Graphics.OpenGL _vertexArray.SetIndexBuffer(buffer.Handle); } - public void SetOrigin(Origin origin) + public void SetLogicOpState(bool enable, LogicalOp op) { - ClipOrigin clipOrigin = origin == Origin.UpperLeft ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft; + if (enable) + { + GL.Enable(EnableCap.ColorLogicOp); - SetOrigin(clipOrigin); + GL.LogicOp((LogicOp)op.Convert()); + } + else + { + GL.Disable(EnableCap.ColorLogicOp); + } } public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin) @@ -1030,7 +1024,9 @@ namespace Ryujinx.Graphics.OpenGL Viewport viewport = viewports[index]; viewportArray[viewportElemIndex + 0] = viewport.Region.X; - viewportArray[viewportElemIndex + 1] = viewport.Region.Y; + viewportArray[viewportElemIndex + 1] = viewport.Region.Y + (viewport.Region.Height < 0 ? viewport.Region.Height : 0); + viewportArray[viewportElemIndex + 2] = viewport.Region.Width; + viewportArray[viewportElemIndex + 3] = MathF.Abs(viewport.Region.Height); if (HwCapabilities.SupportsViewportSwizzle) { @@ -1042,13 +1038,14 @@ namespace Ryujinx.Graphics.OpenGL viewport.SwizzleW.Convert()); } - viewportArray[viewportElemIndex + 2] = MathF.Abs(viewport.Region.Width); - viewportArray[viewportElemIndex + 3] = MathF.Abs(viewport.Region.Height); - depthRangeArray[index * 2 + 0] = viewport.DepthNear; depthRangeArray[index * 2 + 1] = viewport.DepthFar; } + bool flipY = viewports.Length != 0 && viewports[0].Region.Height < 0; + + SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft); + GL.ViewportArray(first, viewports.Length, viewportArray); GL.DepthRangeArray(first, viewports.Length, depthRangeArray); @@ -1097,9 +1094,24 @@ namespace Ryujinx.Graphics.OpenGL _clipOrigin = origin; GL.ClipControl(origin, _clipDepthMode); + + SetFrontFace(_frontFace); } } + private void SetFrontFace(FrontFaceDirection frontFace) + { + // Changing clip origin will also change the front face to compensate + // for the flipped viewport, we flip it again here to compensate as + // this effect is undesirable for us. + if (_clipOrigin == ClipOrigin.UpperLeft) + { + frontFace = frontFace == FrontFaceDirection.Ccw ? FrontFaceDirection.Cw : FrontFaceDirection.Ccw; + } + + GL.FrontFace(frontFace); + } + private void EnsureVertexArray() { if (_vertexArray == null) diff --git a/Ryujinx.Graphics.Shader/IGpuAccessor.cs b/Ryujinx.Graphics.Shader/IGpuAccessor.cs index 06333dac0c..e10d869bff 100644 --- a/Ryujinx.Graphics.Shader/IGpuAccessor.cs +++ b/Ryujinx.Graphics.Shader/IGpuAccessor.cs @@ -64,22 +64,9 @@ return true; } - public bool QuerySupportsViewportSwizzle() - { - return true; - } - public TextureFormat QueryTextureFormat(int handle) { return TextureFormat.R8G8B8A8Unorm; } - - public int QueryViewportSwizzle(int component) - { - // Bit 0: Negate flag. - // Bits 2-1: Component. - // Example: 0b110 = W, 0b111 = -W, 0b000 = X, 0b010 = Y etc. - return component << 1; - } } } diff --git a/Ryujinx.Graphics.Shader/Translation/EmitterContext.cs b/Ryujinx.Graphics.Shader/Translation/EmitterContext.cs index 8cd590161b..ac7a264230 100644 --- a/Ryujinx.Graphics.Shader/Translation/EmitterContext.cs +++ b/Ryujinx.Graphics.Shader/Translation/EmitterContext.cs @@ -73,34 +73,7 @@ namespace Ryujinx.Graphics.Shader.Translation public void PrepareForReturn() { - if (Config.Stage == ShaderStage.Vertex && (Config.Flags & TranslationFlags.VertexA) == 0) - { - // Here we attempt to implement viewport swizzle on the vertex shader. - // Perform permutation and negation of the output gl_Position components. - // Note that per-viewport swizzling can't be supported using this approach. - int swizzleX = Config.GpuAccessor.QueryViewportSwizzle(0); - int swizzleY = Config.GpuAccessor.QueryViewportSwizzle(1); - int swizzleZ = Config.GpuAccessor.QueryViewportSwizzle(2); - int swizzleW = Config.GpuAccessor.QueryViewportSwizzle(3); - - bool nonStandardSwizzle = swizzleX != 0 || swizzleY != 2 || swizzleZ != 4 || swizzleW != 6; - - if (!Config.GpuAccessor.QuerySupportsViewportSwizzle() && nonStandardSwizzle) - { - Operand[] temp = new Operand[4]; - - temp[0] = this.Copy(Attribute(AttributeConsts.PositionX)); - temp[1] = this.Copy(Attribute(AttributeConsts.PositionY)); - temp[2] = this.Copy(Attribute(AttributeConsts.PositionZ)); - temp[3] = this.Copy(Attribute(AttributeConsts.PositionW)); - - this.Copy(Attribute(AttributeConsts.PositionX), this.FPNegate(temp[(swizzleX >> 1) & 3], (swizzleX & 1) != 0)); - this.Copy(Attribute(AttributeConsts.PositionY), this.FPNegate(temp[(swizzleY >> 1) & 3], (swizzleY & 1) != 0)); - this.Copy(Attribute(AttributeConsts.PositionZ), this.FPNegate(temp[(swizzleZ >> 1) & 3], (swizzleZ & 1) != 0)); - this.Copy(Attribute(AttributeConsts.PositionW), this.FPNegate(temp[(swizzleW >> 1) & 3], (swizzleW & 1) != 0)); - } - } - else if (Config.Stage == ShaderStage.Fragment) + if (Config.Stage == ShaderStage.Fragment) { if (Config.OmapDepth) {