Implement Depth Clamping (#1120)

* Implement Depth Clamping and add misc enums

* Fix formatting
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mageven 2020-04-17 06:46:49 +05:30 committed by GitHub
parent 0a7c6caedf
commit 4960ab85f8
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6 changed files with 60 additions and 3 deletions

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@ -127,6 +127,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
UpdateScissorState(state);
}
if (state.QueryModified(MethodOffset.ViewVolumeClipControl))
{
UpdateDepthClampState(state);
}
if (state.QueryModified(MethodOffset.DepthTestEnable,
MethodOffset.DepthWriteEnable,
MethodOffset.DepthTestFunc))
@ -134,7 +139,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
UpdateDepthTestState(state);
}
if (state.QueryModified(MethodOffset.DepthMode, MethodOffset.ViewportTransform, MethodOffset.ViewportExtents))
if (state.QueryModified(MethodOffset.DepthMode,
MethodOffset.ViewportTransform,
MethodOffset.ViewportExtents))
{
UpdateViewportTransform(state);
}
@ -362,6 +369,17 @@ namespace Ryujinx.Graphics.Gpu.Engine
}
}
/// <summary>
/// Updates host depth clamp state based on current GPU state.
/// </summary>
/// <param name="state">Current GPU state</param>
private void UpdateDepthClampState(GpuState state)
{
ViewVolumeClipControl clip = state.Get<ViewVolumeClipControl>(MethodOffset.ViewVolumeClipControl);
_context.Renderer.Pipeline.SetDepthClamp((clip & ViewVolumeClipControl.DepthClampNear) != 0,
(clip & ViewVolumeClipControl.DepthClampFar) != 0);
}
/// <summary>
/// Updates host depth test state based on current GPU state.
/// </summary>
@ -384,8 +402,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
_context.Renderer.Pipeline.SetDepthMode(depthMode);
bool flipY = (state.Get<int>(MethodOffset.YControl) & 1) != 0;
bool flipY = (state.Get<YControl>(MethodOffset.YControl) & YControl.NegateY) != 0;
float yFlip = flipY ? -1 : 1;
Viewport[] viewports = new Viewport[Constants.TotalViewports];