mirror of
https://github.com/yuzu-mirror/yuzu.git
synced 2024-11-09 12:09:59 +00:00
Implement depth clamp
This commit is contained in:
parent
1856d0ee8a
commit
dfdbfa69e5
5 changed files with 58 additions and 10 deletions
|
@ -902,8 +902,15 @@ public:
|
|||
|
||||
u32 viewport_transform_enabled;
|
||||
|
||||
INSERT_PADDING_WORDS(0x25);
|
||||
INSERT_PADDING_WORDS(0x3);
|
||||
|
||||
union {
|
||||
BitField<0, 1, u32> depth_range_0_1;
|
||||
BitField<3, 1, u32> depth_clamp_near;
|
||||
BitField<4, 1, u32> depth_clamp_far;
|
||||
} view_volume_clip_control;
|
||||
|
||||
INSERT_PADDING_WORDS(0x21);
|
||||
struct {
|
||||
u32 enable;
|
||||
LogicOperation operation;
|
||||
|
@ -1224,6 +1231,7 @@ ASSERT_REG_POSITION(instanced_arrays, 0x620);
|
|||
ASSERT_REG_POSITION(cull, 0x646);
|
||||
ASSERT_REG_POSITION(pixel_center_integer, 0x649);
|
||||
ASSERT_REG_POSITION(viewport_transform_enabled, 0x64B);
|
||||
ASSERT_REG_POSITION(view_volume_clip_control, 0x64F);
|
||||
ASSERT_REG_POSITION(logic_op, 0x671);
|
||||
ASSERT_REG_POSITION(clear_buffers, 0x674);
|
||||
ASSERT_REG_POSITION(color_mask, 0x680);
|
||||
|
|
|
@ -113,10 +113,24 @@ RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, ScreenInfo
|
|||
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_alignment);
|
||||
|
||||
LOG_CRITICAL(Render_OpenGL, "Sync fixed function OpenGL state here!");
|
||||
CheckExtensions();
|
||||
}
|
||||
|
||||
RasterizerOpenGL::~RasterizerOpenGL() {}
|
||||
|
||||
void RasterizerOpenGL::CheckExtensions() {
|
||||
if (!GLAD_GL_ARB_texture_filter_anisotropic && !GLAD_GL_EXT_texture_filter_anisotropic) {
|
||||
LOG_WARNING(
|
||||
Render_OpenGL,
|
||||
"Anisotropic filter is not supported! This can cause graphical issues in some games.");
|
||||
}
|
||||
if (!GLAD_GL_ARB_buffer_storage) {
|
||||
LOG_WARNING(
|
||||
Render_OpenGL,
|
||||
"Buffer storage control is not supported! This can cause performance degradation.");
|
||||
}
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::SetupVertexFormat() {
|
||||
auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
|
||||
const auto& regs = gpu.regs;
|
||||
|
@ -1007,6 +1021,8 @@ void RasterizerOpenGL::SyncViewport(OpenGLState& current_state) {
|
|||
viewport.depth_range_far = regs.viewports[i].depth_range_far;
|
||||
viewport.depth_range_near = regs.viewports[i].depth_range_near;
|
||||
}
|
||||
state.depth_clamp.far_plane = regs.view_volume_clip_control.depth_clamp_far != 0;
|
||||
state.depth_clamp.near_plane = regs.view_volume_clip_control.depth_clamp_near != 0;
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::SyncClipEnabled() {
|
||||
|
|
|
@ -189,6 +189,10 @@ private:
|
|||
/// Check asserts for alpha testing.
|
||||
void CheckAlphaTests();
|
||||
|
||||
/// Check for extension that are not strictly required
|
||||
/// but are needed for correct emulation
|
||||
void CheckExtensions();
|
||||
|
||||
bool has_ARB_direct_state_access = false;
|
||||
bool has_ARB_multi_bind = false;
|
||||
|
||||
|
|
|
@ -92,7 +92,8 @@ OpenGLState::OpenGLState() {
|
|||
|
||||
point.size = 1;
|
||||
fragment_color_clamp.enabled = false;
|
||||
|
||||
depth_clamp.far_plane = false;
|
||||
depth_clamp.near_plane = false;
|
||||
polygon_offset.fill_enable = false;
|
||||
polygon_offset.line_enable = false;
|
||||
polygon_offset.point_enable = false;
|
||||
|
@ -147,7 +148,7 @@ void OpenGLState::ApplyCulling() const {
|
|||
}
|
||||
|
||||
void OpenGLState::ApplyColorMask() const {
|
||||
if (GLAD_GL_ARB_viewport_array && independant_blend.enabled) {
|
||||
if (independant_blend.enabled) {
|
||||
for (size_t i = 0; i < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets; i++) {
|
||||
const auto& updated = color_mask[i];
|
||||
const auto& current = cur_state.color_mask[i];
|
||||
|
@ -264,7 +265,7 @@ void OpenGLState::EmulateViewportWithScissor() {
|
|||
}
|
||||
|
||||
void OpenGLState::ApplyViewport() const {
|
||||
if (GLAD_GL_ARB_viewport_array && geometry_shaders.enabled) {
|
||||
if (geometry_shaders.enabled) {
|
||||
for (GLuint i = 0; i < static_cast<GLuint>(Tegra::Engines::Maxwell3D::Regs::NumViewports);
|
||||
i++) {
|
||||
const auto& current = cur_state.viewports[i];
|
||||
|
@ -525,6 +526,21 @@ void OpenGLState::ApplyVertexBufferState() const {
|
|||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ApplyDepthClamp() const {
|
||||
if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane &&
|
||||
depth_clamp.near_plane == cur_state.depth_clamp.near_plane) {
|
||||
return;
|
||||
}
|
||||
if (depth_clamp.far_plane != depth_clamp.near_plane) {
|
||||
UNIMPLEMENTED_MSG("Unimplemented Depth Clamp Separation!");
|
||||
}
|
||||
if (depth_clamp.far_plane || depth_clamp.near_plane) {
|
||||
glEnable(GL_DEPTH_CLAMP);
|
||||
} else {
|
||||
glDisable(GL_DEPTH_CLAMP);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::Apply() const {
|
||||
ApplyFramebufferState();
|
||||
ApplyVertexBufferState();
|
||||
|
@ -556,11 +572,9 @@ void OpenGLState::Apply() const {
|
|||
if (point.size != cur_state.point.size) {
|
||||
glPointSize(point.size);
|
||||
}
|
||||
if (GLAD_GL_ARB_color_buffer_float) {
|
||||
if (fragment_color_clamp.enabled != cur_state.fragment_color_clamp.enabled) {
|
||||
glClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
|
||||
fragment_color_clamp.enabled ? GL_TRUE : GL_FALSE);
|
||||
}
|
||||
if (fragment_color_clamp.enabled != cur_state.fragment_color_clamp.enabled) {
|
||||
glClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
|
||||
fragment_color_clamp.enabled ? GL_TRUE : GL_FALSE);
|
||||
}
|
||||
if (multisample_control.alpha_to_coverage != cur_state.multisample_control.alpha_to_coverage) {
|
||||
if (multisample_control.alpha_to_coverage) {
|
||||
|
@ -576,7 +590,7 @@ void OpenGLState::Apply() const {
|
|||
glDisable(GL_SAMPLE_ALPHA_TO_ONE);
|
||||
}
|
||||
}
|
||||
|
||||
ApplyDepthClamp();
|
||||
ApplyColorMask();
|
||||
ApplyViewport();
|
||||
ApplyStencilTest();
|
||||
|
|
|
@ -48,6 +48,11 @@ public:
|
|||
bool enabled; // GL_CLAMP_FRAGMENT_COLOR_ARB
|
||||
} fragment_color_clamp;
|
||||
|
||||
struct {
|
||||
bool far_plane;
|
||||
bool near_plane;
|
||||
} depth_clamp; // GL_DEPTH_CLAMP
|
||||
|
||||
struct {
|
||||
bool enabled; // viewports arrays are only supported when geometry shaders are enabled.
|
||||
} geometry_shaders;
|
||||
|
@ -235,6 +240,7 @@ private:
|
|||
void ApplyLogicOp() const;
|
||||
void ApplyTextures() const;
|
||||
void ApplySamplers() const;
|
||||
void ApplyDepthClamp() const;
|
||||
void ApplyPolygonOffset() const;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue