Implement Depth Clamping (#1120)
* Implement Depth Clamping and add misc enums * Fix formatting
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0a7c6caedf
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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
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UpdateScissorState(state);
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}
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if (state.QueryModified(MethodOffset.ViewVolumeClipControl))
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{
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UpdateDepthClampState(state);
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}
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if (state.QueryModified(MethodOffset.DepthTestEnable,
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MethodOffset.DepthWriteEnable,
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MethodOffset.DepthTestFunc))
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@ -134,7 +139,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
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UpdateDepthTestState(state);
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}
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if (state.QueryModified(MethodOffset.DepthMode, MethodOffset.ViewportTransform, MethodOffset.ViewportExtents))
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if (state.QueryModified(MethodOffset.DepthMode,
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MethodOffset.ViewportTransform,
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MethodOffset.ViewportExtents))
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{
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UpdateViewportTransform(state);
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}
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@ -362,6 +369,17 @@ namespace Ryujinx.Graphics.Gpu.Engine
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}
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}
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/// <summary>
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/// Updates host depth clamp state based on current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateDepthClampState(GpuState state)
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{
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ViewVolumeClipControl clip = state.Get<ViewVolumeClipControl>(MethodOffset.ViewVolumeClipControl);
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_context.Renderer.Pipeline.SetDepthClamp((clip & ViewVolumeClipControl.DepthClampNear) != 0,
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(clip & ViewVolumeClipControl.DepthClampFar) != 0);
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}
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/// <summary>
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/// Updates host depth test state based on current GPU state.
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/// </summary>
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@ -384,8 +402,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.Renderer.Pipeline.SetDepthMode(depthMode);
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bool flipY = (state.Get<int>(MethodOffset.YControl) & 1) != 0;
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bool flipY = (state.Get<YControl>(MethodOffset.YControl) & YControl.NegateY) != 0;
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float yFlip = flipY ? -1 : 1;
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Viewport[] viewports = new Viewport[Constants.TotalViewports];
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