Support shared color mask, implement more shader instructions

Support shared color masks (used by Nouveau and maybe the NVIDIA
driver).
Support draw buffers (also required by OpenGL).
Support viewport transform disable (disabled for now as it breaks some
games).
Fix instanced rendering draw being ignored for multi draw.
Fix IADD and IADD3 immediate shader encodings, that was not matching
some ops.
Implement FFMA32I shader instruction.
Implement IMAD shader instruction.
This commit is contained in:
gdkchan 2019-12-06 19:37:00 -03:00 committed by Thog
parent e25b7c9848
commit cb171f6ebf
32 changed files with 313 additions and 92 deletions

View file

@ -10,7 +10,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
private int _firstIndex;
private int _indexCount;
private bool _instancedHasState;
private bool _instancedDrawPending;
private bool _instancedIndexed;
private int _instancedFirstIndex;
@ -32,9 +32,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
if (instanced)
{
if (!_instancedHasState)
if (!_instancedDrawPending)
{
_instancedHasState = true;
_instancedDrawPending = true;
_instancedIndexed = _drawIndexed;
@ -82,20 +82,22 @@ namespace Ryujinx.Graphics.Gpu.Engine
private void DrawBegin(GpuState state, int argument)
{
PrimitiveType type = (PrimitiveType)(argument & 0xffff);
_context.Renderer.Pipeline.SetPrimitiveTopology(type.Convert());
PrimitiveType = type;
if ((argument & (1 << 26)) != 0)
{
_instanceIndex++;
}
else if ((argument & (1 << 27)) == 0)
{
PerformDeferredDraws();
_instanceIndex = 0;
}
PrimitiveType type = (PrimitiveType)(argument & 0xffff);
_context.Renderer.Pipeline.SetPrimitiveTopology(type.Convert());
PrimitiveType = type;
}
private void SetIndexBufferCount(GpuState state, int argument)
@ -106,9 +108,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
public void PerformDeferredDraws()
{
// Perform any pending instanced draw.
if (_instancedHasState)
if (_instancedDrawPending)
{
_instancedHasState = false;
_instancedDrawPending = false;
if (_instancedIndexed)
{