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https://github.com/yuzu-emu/yuzu-android
synced 2024-12-25 19:21:20 -08:00
Implement depth clamp
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1856d0ee8a
commit
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@ -902,8 +902,15 @@ public:
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u32 viewport_transform_enabled;
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INSERT_PADDING_WORDS(0x25);
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INSERT_PADDING_WORDS(0x3);
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union {
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BitField<0, 1, u32> depth_range_0_1;
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BitField<3, 1, u32> depth_clamp_near;
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BitField<4, 1, u32> depth_clamp_far;
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} view_volume_clip_control;
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INSERT_PADDING_WORDS(0x21);
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struct {
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u32 enable;
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LogicOperation operation;
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@ -1224,6 +1231,7 @@ ASSERT_REG_POSITION(instanced_arrays, 0x620);
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ASSERT_REG_POSITION(cull, 0x646);
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ASSERT_REG_POSITION(pixel_center_integer, 0x649);
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ASSERT_REG_POSITION(viewport_transform_enabled, 0x64B);
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ASSERT_REG_POSITION(view_volume_clip_control, 0x64F);
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ASSERT_REG_POSITION(logic_op, 0x671);
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ASSERT_REG_POSITION(clear_buffers, 0x674);
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ASSERT_REG_POSITION(color_mask, 0x680);
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@ -113,10 +113,24 @@ RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, ScreenInfo
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_alignment);
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LOG_CRITICAL(Render_OpenGL, "Sync fixed function OpenGL state here!");
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CheckExtensions();
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}
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RasterizerOpenGL::~RasterizerOpenGL() {}
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void RasterizerOpenGL::CheckExtensions() {
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if (!GLAD_GL_ARB_texture_filter_anisotropic && !GLAD_GL_EXT_texture_filter_anisotropic) {
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LOG_WARNING(
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Render_OpenGL,
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"Anisotropic filter is not supported! This can cause graphical issues in some games.");
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}
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if (!GLAD_GL_ARB_buffer_storage) {
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LOG_WARNING(
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Render_OpenGL,
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"Buffer storage control is not supported! This can cause performance degradation.");
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}
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}
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void RasterizerOpenGL::SetupVertexFormat() {
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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const auto& regs = gpu.regs;
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@ -1007,6 +1021,8 @@ void RasterizerOpenGL::SyncViewport(OpenGLState& current_state) {
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viewport.depth_range_far = regs.viewports[i].depth_range_far;
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viewport.depth_range_near = regs.viewports[i].depth_range_near;
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}
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state.depth_clamp.far_plane = regs.view_volume_clip_control.depth_clamp_far != 0;
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state.depth_clamp.near_plane = regs.view_volume_clip_control.depth_clamp_near != 0;
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}
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void RasterizerOpenGL::SyncClipEnabled() {
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@ -189,6 +189,10 @@ private:
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/// Check asserts for alpha testing.
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void CheckAlphaTests();
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/// Check for extension that are not strictly required
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/// but are needed for correct emulation
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void CheckExtensions();
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bool has_ARB_direct_state_access = false;
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bool has_ARB_multi_bind = false;
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@ -92,7 +92,8 @@ OpenGLState::OpenGLState() {
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point.size = 1;
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fragment_color_clamp.enabled = false;
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depth_clamp.far_plane = false;
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depth_clamp.near_plane = false;
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polygon_offset.fill_enable = false;
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polygon_offset.line_enable = false;
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polygon_offset.point_enable = false;
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@ -147,7 +148,7 @@ void OpenGLState::ApplyCulling() const {
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}
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void OpenGLState::ApplyColorMask() const {
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if (GLAD_GL_ARB_viewport_array && independant_blend.enabled) {
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if (independant_blend.enabled) {
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for (size_t i = 0; i < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets; i++) {
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const auto& updated = color_mask[i];
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const auto& current = cur_state.color_mask[i];
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@ -264,7 +265,7 @@ void OpenGLState::EmulateViewportWithScissor() {
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}
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void OpenGLState::ApplyViewport() const {
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if (GLAD_GL_ARB_viewport_array && geometry_shaders.enabled) {
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if (geometry_shaders.enabled) {
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for (GLuint i = 0; i < static_cast<GLuint>(Tegra::Engines::Maxwell3D::Regs::NumViewports);
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i++) {
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const auto& current = cur_state.viewports[i];
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@ -525,6 +526,21 @@ void OpenGLState::ApplyVertexBufferState() const {
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}
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}
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void OpenGLState::ApplyDepthClamp() const {
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if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane &&
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depth_clamp.near_plane == cur_state.depth_clamp.near_plane) {
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return;
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}
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if (depth_clamp.far_plane != depth_clamp.near_plane) {
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UNIMPLEMENTED_MSG("Unimplemented Depth Clamp Separation!");
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}
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if (depth_clamp.far_plane || depth_clamp.near_plane) {
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glEnable(GL_DEPTH_CLAMP);
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} else {
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glDisable(GL_DEPTH_CLAMP);
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}
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}
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void OpenGLState::Apply() const {
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ApplyFramebufferState();
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ApplyVertexBufferState();
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@ -556,12 +572,10 @@ void OpenGLState::Apply() const {
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if (point.size != cur_state.point.size) {
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glPointSize(point.size);
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}
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if (GLAD_GL_ARB_color_buffer_float) {
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if (fragment_color_clamp.enabled != cur_state.fragment_color_clamp.enabled) {
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glClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
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fragment_color_clamp.enabled ? GL_TRUE : GL_FALSE);
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}
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}
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if (multisample_control.alpha_to_coverage != cur_state.multisample_control.alpha_to_coverage) {
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if (multisample_control.alpha_to_coverage) {
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glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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@ -576,7 +590,7 @@ void OpenGLState::Apply() const {
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glDisable(GL_SAMPLE_ALPHA_TO_ONE);
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}
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}
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ApplyDepthClamp();
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ApplyColorMask();
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ApplyViewport();
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ApplyStencilTest();
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@ -48,6 +48,11 @@ public:
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bool enabled; // GL_CLAMP_FRAGMENT_COLOR_ARB
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} fragment_color_clamp;
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struct {
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bool far_plane;
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bool near_plane;
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} depth_clamp; // GL_DEPTH_CLAMP
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struct {
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bool enabled; // viewports arrays are only supported when geometry shaders are enabled.
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} geometry_shaders;
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@ -235,6 +240,7 @@ private:
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void ApplyLogicOp() const;
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void ApplyTextures() const;
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void ApplySamplers() const;
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void ApplyDepthClamp() const;
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void ApplyPolygonOffset() const;
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};
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