Implement multiple rendertarget attachments and depth writting (#375)
* Add depth writting * Implement multiple attachments * Address feedback
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7 changed files with 201 additions and 29 deletions
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@ -1,5 +1,30 @@
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namespace Ryujinx.Graphics.Gal.Shader
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using System;
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namespace Ryujinx.Graphics.Gal.Shader
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{
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struct OmapTarget
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{
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public bool Red;
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public bool Green;
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public bool Blue;
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public bool Alpha;
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public bool Enabled => Red || Green || Blue || Alpha;
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public bool ComponentEnabled(int Component)
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{
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switch (Component)
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{
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case 0: return Red;
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case 1: return Green;
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case 2: return Blue;
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case 3: return Alpha;
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}
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throw new ArgumentException(nameof(Component));
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}
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}
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class ShaderHeader
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{
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public const int PointList = 1;
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@ -30,6 +55,10 @@
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public int StoreReqStart { get; private set; }
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public int StoreReqEnd { get; private set; }
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public OmapTarget[] OmapTargets { get; private set; }
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public bool OmapSampleMask { get; private set; }
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public bool OmapDepth { get; private set; }
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public ShaderHeader(IGalMemory Memory, long Position)
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{
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uint CommonWord0 = (uint)Memory.ReadInt32(Position + 0);
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@ -61,6 +90,50 @@
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MaxOutputVertexCount = ReadBits(CommonWord4, 0, 12);
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StoreReqStart = ReadBits(CommonWord4, 12, 8);
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StoreReqEnd = ReadBits(CommonWord4, 24, 8);
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//Type 2 (fragment?) reading
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uint Type2OmapTarget = (uint)Memory.ReadInt32(Position + 72);
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uint Type2Omap = (uint)Memory.ReadInt32(Position + 76);
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OmapTargets = new OmapTarget[8];
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for (int i = 0; i < OmapTargets.Length; i++)
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{
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int Offset = i * 4;
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OmapTargets[i] = new OmapTarget
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{
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Red = ReadBits(Type2OmapTarget, Offset + 0, 1) != 0,
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Green = ReadBits(Type2OmapTarget, Offset + 1, 1) != 0,
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Blue = ReadBits(Type2OmapTarget, Offset + 2, 1) != 0,
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Alpha = ReadBits(Type2OmapTarget, Offset + 3, 1) != 0
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};
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}
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OmapSampleMask = ReadBits(Type2Omap, 0, 1) != 0;
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OmapDepth = ReadBits(Type2Omap, 1, 1) != 0;
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}
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public int DepthRegister
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{
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get
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{
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int Count = 0;
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for (int Index = 0; Index < OmapTargets.Length; Index++)
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{
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for (int Component = 0; Component < 4; Component++)
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{
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if (OmapTargets[Index].ComponentEnabled(Component))
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{
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Count++;
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}
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}
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}
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// Depth register is always two registers after the last color output
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return Count + 1;
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}
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}
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private static int ReadBits(uint Word, int Offset, int BitWidth)
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