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4 Commits
Author | SHA1 | Date | |
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56c56aa34d | ||
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d4b960d348 | ||
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b2a225558d | ||
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0ef0fc044a |
@@ -1,47 +0,0 @@
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namespace Ryujinx.Graphics.GAL
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{
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public struct DepthStencilState
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{
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public bool DepthTestEnable { get; }
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public bool DepthWriteEnable { get; }
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public bool StencilTestEnable { get; }
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public CompareOp DepthFunc { get; }
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public CompareOp StencilFrontFunc { get; }
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public StencilOp StencilFrontSFail { get; }
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public StencilOp StencilFrontDpPass { get; }
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public StencilOp StencilFrontDpFail { get; }
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public CompareOp StencilBackFunc { get; }
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public StencilOp StencilBackSFail { get; }
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public StencilOp StencilBackDpPass { get; }
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public StencilOp StencilBackDpFail { get; }
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public DepthStencilState(
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bool depthTestEnable,
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bool depthWriteEnable,
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bool stencilTestEnable,
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CompareOp depthFunc,
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CompareOp stencilFrontFunc,
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StencilOp stencilFrontSFail,
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StencilOp stencilFrontDpPass,
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StencilOp stencilFrontDpFail,
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CompareOp stencilBackFunc,
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StencilOp stencilBackSFail,
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StencilOp stencilBackDpPass,
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StencilOp stencilBackDpFail)
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{
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DepthTestEnable = depthTestEnable;
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DepthWriteEnable = depthWriteEnable;
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StencilTestEnable = stencilTestEnable;
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DepthFunc = depthFunc;
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StencilFrontFunc = stencilFrontFunc;
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StencilFrontSFail = stencilFrontSFail;
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StencilFrontDpPass = stencilFrontDpPass;
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StencilFrontDpFail = stencilFrontDpFail;
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StencilBackFunc = stencilBackFunc;
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StencilBackSFail = stencilBackSFail;
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StencilBackDpPass = stencilBackDpPass;
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StencilBackDpFail = stencilBackDpFail;
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}
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}
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}
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@@ -9,7 +9,6 @@ namespace Ryujinx.Graphics.GAL
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Texture2DArray,
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Texture2DMultisample,
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Texture2DMultisampleArray,
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Rectangle,
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Cubemap,
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CubemapArray,
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TextureBuffer
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@@ -525,7 +525,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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int scissorW = screenScissorState.Width;
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int scissorH = screenScissorState.Height;
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if (clearAffectedByScissor)
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if (clearAffectedByScissor && _state.State.ScissorState[0].Enable)
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{
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ref var scissorState = ref _state.State.ScissorState[0];
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@@ -20,6 +20,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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public const int RasterizerStateIndex = 1;
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public const int ScissorStateIndex = 2;
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public const int VertexBufferStateIndex = 3;
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public const int PrimitiveRestartStateIndex = 4;
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private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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@@ -75,6 +76,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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nameof(ThreedClassState.VertexBufferState),
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nameof(ThreedClassState.VertexBufferEndAddress)),
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new StateUpdateCallbackEntry(UpdatePrimitiveRestartState,
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nameof(ThreedClassState.PrimitiveRestartDrawArrays),
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nameof(ThreedClassState.PrimitiveRestartState)),
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new StateUpdateCallbackEntry(UpdateTessellationState,
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nameof(ThreedClassState.TessOuterLevel),
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nameof(ThreedClassState.TessInnerLevel),
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@@ -140,8 +145,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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nameof(ThreedClassState.PointSpriteEnable),
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nameof(ThreedClassState.PointCoordReplace)),
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new StateUpdateCallbackEntry(UpdatePrimitiveRestartState, nameof(ThreedClassState.PrimitiveRestartState)),
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new StateUpdateCallbackEntry(UpdateIndexBufferState,
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nameof(ThreedClassState.IndexBufferState),
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nameof(ThreedClassState.IndexBufferCount)),
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@@ -197,6 +200,17 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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if (_drawState.DrawIndexed != _prevDrawIndexed)
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{
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_updateTracker.ForceDirty(VertexBufferStateIndex);
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// If PrimitiveRestartDrawArrays is false and this is a non-indexed draw, we need to ensure primitive restart is disabled.
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// If PrimitiveRestartDrawArrays is false and this is a indexed draw, we need to ensure primitive restart enable matches GPU state.
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// If PrimitiveRestartDrawArrays is true, then primitive restart enable should always match GPU state.
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// That is because "PrimitiveRestartDrawArrays" is not configurable on the backend, it is always
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// true on OpenGL and always false on Vulkan.
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if (!_state.State.PrimitiveRestartDrawArrays && _state.State.PrimitiveRestartState.Enable)
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{
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_updateTracker.ForceDirty(PrimitiveRestartStateIndex);
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}
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_prevDrawIndexed = _drawState.DrawIndexed;
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}
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@@ -816,8 +830,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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private void UpdatePrimitiveRestartState()
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{
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PrimitiveRestartState primitiveRestart = _state.State.PrimitiveRestartState;
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bool enable = primitiveRestart.Enable && (_drawState.DrawIndexed || _state.State.PrimitiveRestartDrawArrays);
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_context.Renderer.Pipeline.SetPrimitiveRestart(primitiveRestart.Enable, primitiveRestart.Index);
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_context.Renderer.Pipeline.SetPrimitiveRestart(enable, primitiveRestart.Index);
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}
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/// <summary>
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@@ -730,7 +730,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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public int PatchVertices;
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public fixed uint ReservedDD0[4];
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public uint TextureBarrier;
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public fixed uint ReservedDE4[7];
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public uint WatchdogTimer;
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public Boolean32 PrimitiveRestartDrawArrays;
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public fixed uint ReservedDEC[5];
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public Array16<ScissorState> ScissorState;
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public fixed uint ReservedF00[21];
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public StencilBackMasks StencilBackMasks;
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@@ -444,8 +444,8 @@ namespace Ryujinx.Graphics.OpenGL
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return TextureTarget.Texture2DArray;
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case Target.Texture2DMultisample:
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return TextureTarget.Texture2DMultisample;
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case Target.Rectangle:
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return TextureTarget.TextureRectangle;
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case Target.Texture2DMultisampleArray:
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return TextureTarget.Texture2DMultisampleArray;
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case Target.Cubemap:
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return TextureTarget.TextureCubeMap;
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case Target.CubemapArray:
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@@ -155,6 +155,12 @@ namespace Ryujinx.Graphics.OpenGL
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_pipeline.Initialize(this);
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_counters.Initialize();
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// This is required to disable [0, 1] clamping for SNorm outputs on compatibility profiles.
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// This call is expected to fail if we're running with a core profile,
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// as this clamp target was deprecated, but that's fine as a core profile
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// should already have the desired behaviour were outputs are not clamped.
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GL.ClampColor(ClampColorTarget.ClampFragmentColor, ClampColorMode.False);
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}
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private void PrintGpuInformation()
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