Better viewport flipping and depth mode detection method (#1556)
* Use a better viewport flipping approach * New approach to detect depth mode * nit: Sort method on the OpenGL backend * Adjust spacing on comment * Unswap near and far parameters based on ScaleZ
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4b1bed1b05
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6 changed files with 101 additions and 136 deletions
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@ -488,25 +488,12 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// <param name="state">Current GPU state</param>
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private void UpdateViewportTransform(GpuState state)
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{
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DepthMode depthMode = state.Get<DepthMode>(MethodOffset.DepthMode);
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var yControl = state.Get<YControl> (MethodOffset.YControl);
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var face = state.Get<FaceState>(MethodOffset.FaceState);
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_context.Renderer.Pipeline.SetDepthMode(depthMode);
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UpdateFrontFace(yControl, face.FrontFace);
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YControl yControl = state.Get<YControl>(MethodOffset.YControl);
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bool flipY = yControl.HasFlag(YControl.NegateY);
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Origin origin = yControl.HasFlag(YControl.TriangleRastFlip) ? Origin.LowerLeft : Origin.UpperLeft;
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_context.Renderer.Pipeline.SetOrigin(origin);
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// The triangle rast flip flag only affects rasterization, the viewport is not flipped.
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// Setting the origin mode to upper left on the host, however, not only affects rasterization,
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// but also flips the viewport.
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// We negate the effects of flipping the viewport by flipping it again using the viewport swizzle.
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if (origin == Origin.UpperLeft)
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{
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flipY = !flipY;
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}
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bool flipY = yControl.HasFlag(YControl.NegateY);
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Span<Viewport> viewports = stackalloc Viewport[Constants.TotalViewports];
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@ -515,11 +502,42 @@ namespace Ryujinx.Graphics.Gpu.Engine
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var transform = state.Get<ViewportTransform>(MethodOffset.ViewportTransform, index);
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var extents = state.Get<ViewportExtents> (MethodOffset.ViewportExtents, index);
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float x = transform.TranslateX - MathF.Abs(transform.ScaleX);
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float y = transform.TranslateY - MathF.Abs(transform.ScaleY);
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float scaleX = MathF.Abs(transform.ScaleX);
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float scaleY = transform.ScaleY;
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float width = MathF.Abs(transform.ScaleX) * 2;
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float height = MathF.Abs(transform.ScaleY) * 2;
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if (flipY)
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{
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scaleY = -scaleY;
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}
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if (!_context.Capabilities.SupportsViewportSwizzle && transform.UnpackSwizzleY() == ViewportSwizzle.NegativeY)
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{
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scaleY = -scaleY;
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}
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if (index == 0)
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{
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// Try to guess the depth mode being used on the high level API
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// based on current transform.
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// It is setup like so by said APIs:
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// If depth mode is ZeroToOne:
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// TranslateZ = Near
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// ScaleZ = Far - Near
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// If depth mode is MinusOneToOne:
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// TranslateZ = (Near + Far) / 2
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// ScaleZ = (Far - Near) / 2
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// DepthNear/Far are sorted such as that Near is always less than Far.
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DepthMode depthMode = extents.DepthNear != transform.TranslateZ &&
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extents.DepthFar != transform.TranslateZ ? DepthMode.MinusOneToOne : DepthMode.ZeroToOne;
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_context.Renderer.Pipeline.SetDepthMode(depthMode);
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}
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float x = transform.TranslateX - scaleX;
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float y = transform.TranslateY - scaleY;
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float width = scaleX * 2;
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float height = scaleY * 2;
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float scale = TextureManager.RenderTargetScale;
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if (scale != 1f)
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@ -537,34 +555,17 @@ namespace Ryujinx.Graphics.Gpu.Engine
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ViewportSwizzle swizzleZ = transform.UnpackSwizzleZ();
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ViewportSwizzle swizzleW = transform.UnpackSwizzleW();
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if (transform.ScaleX < 0)
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{
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swizzleX ^= ViewportSwizzle.NegativeFlag;
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}
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if (flipY)
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{
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swizzleY ^= ViewportSwizzle.NegativeFlag;
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}
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if (transform.ScaleY < 0)
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{
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swizzleY ^= ViewportSwizzle.NegativeFlag;
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}
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float depthNear = extents.DepthNear;
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float depthFar = extents.DepthFar;
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if (transform.ScaleZ < 0)
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{
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swizzleZ ^= ViewportSwizzle.NegativeFlag;
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float temp = depthNear;
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depthNear = depthFar;
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depthFar = temp;
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}
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viewports[index] = new Viewport(
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region,
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swizzleX,
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swizzleY,
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swizzleZ,
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swizzleW,
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extents.DepthNear,
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extents.DepthFar);
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viewports[index] = new Viewport(region, swizzleX, swizzleY, swizzleZ, swizzleW, depthNear, depthFar);
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}
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_context.Renderer.Pipeline.SetViewports(0, viewports);
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@ -832,11 +833,29 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// <param name="state">Current GPU state</param>
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private void UpdateFaceState(GpuState state)
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{
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var face = state.Get<FaceState>(MethodOffset.FaceState);
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var yControl = state.Get<YControl> (MethodOffset.YControl);
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var face = state.Get<FaceState>(MethodOffset.FaceState);
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_context.Renderer.Pipeline.SetFaceCulling(face.CullEnable, face.CullFace);
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_context.Renderer.Pipeline.SetFrontFace(face.FrontFace);
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UpdateFrontFace(yControl, face.FrontFace);
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}
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/// <summary>
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/// Updates the front face based on the current front face and the origin.
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/// </summary>
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/// <param name="yControl">Y control register value, where the origin is located</param>
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/// <param name="frontFace">Front face</param>
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private void UpdateFrontFace(YControl yControl, FrontFace frontFace)
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{
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bool isUpperLeftOrigin = !yControl.HasFlag(YControl.TriangleRastFlip);
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if (isUpperLeftOrigin)
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{
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frontFace = frontFace == FrontFace.CounterClockwise ? FrontFace.Clockwise : FrontFace.CounterClockwise;
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}
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_context.Renderer.Pipeline.SetFrontFace(frontFace);
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}
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/// <summary>
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