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yuzu-android
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add AlphaToCoverage and AlphaToOne

This commit is contained in:
Rodolfo Bogado 2018-11-14 00:02:54 -03:00
parent 8ed7e1af2c
commit 53b4a1af0f
5 changed files with 39 additions and 1 deletions

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@ -726,7 +726,12 @@ public:
u32 zeta_enable; u32 zeta_enable;
INSERT_PADDING_WORDS(0x8); union {
BitField<1, 1, u32> alpha_to_coverage;
BitField<2, 1, u32> alpha_to_one;
} multisample_control;
INSERT_PADDING_WORDS(0x7);
struct { struct {
u32 tsc_address_high; u32 tsc_address_high;
@ -1149,6 +1154,7 @@ ASSERT_REG_POSITION(screen_y_control, 0x4EB);
ASSERT_REG_POSITION(vb_element_base, 0x50D); ASSERT_REG_POSITION(vb_element_base, 0x50D);
ASSERT_REG_POSITION(point_size, 0x546); ASSERT_REG_POSITION(point_size, 0x546);
ASSERT_REG_POSITION(zeta_enable, 0x54E); ASSERT_REG_POSITION(zeta_enable, 0x54E);
ASSERT_REG_POSITION(multisample_control, 0x54F);
ASSERT_REG_POSITION(tsc, 0x557); ASSERT_REG_POSITION(tsc, 0x557);
ASSERT_REG_POSITION(tic, 0x55D); ASSERT_REG_POSITION(tic, 0x55D);
ASSERT_REG_POSITION(stencil_two_side_enable, 0x565); ASSERT_REG_POSITION(stencil_two_side_enable, 0x565);

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@ -583,6 +583,7 @@ void RasterizerOpenGL::DrawArrays() {
ConfigureFramebuffers(state); ConfigureFramebuffers(state);
SyncColorMask(); SyncColorMask();
SyncFragmentColorClampState(); SyncFragmentColorClampState();
SyncMultiSampleState();
SyncDepthTestState(); SyncDepthTestState();
SyncStencilTestState(); SyncStencilTestState();
SyncBlendState(); SyncBlendState();
@ -1033,6 +1034,12 @@ void RasterizerOpenGL::SyncColorMask() {
} }
} }
void RasterizerOpenGL::SyncMultiSampleState() {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
state.multisample_control.alpha_to_coverage = regs.multisample_control.alpha_to_coverage != 0;
state.multisample_control.alpha_to_one = regs.multisample_control.alpha_to_one != 0;
}
void RasterizerOpenGL::SyncFragmentColorClampState() { void RasterizerOpenGL::SyncFragmentColorClampState() {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
state.fragment_color_clamp.enabled = regs.frag_color_clamp != 0; state.fragment_color_clamp.enabled = regs.frag_color_clamp != 0;

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@ -163,6 +163,9 @@ private:
/// Syncs the the color clamp state /// Syncs the the color clamp state
void SyncFragmentColorClampState(); void SyncFragmentColorClampState();
/// Syncs the alpha coverage and alpha to one
void SyncMultiSampleState();
/// Syncs the scissor test state to match the guest state /// Syncs the scissor test state to match the guest state
void SyncScissorTest(); void SyncScissorTest();

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@ -16,6 +16,8 @@ OpenGLState::OpenGLState() {
// These all match default OpenGL values // These all match default OpenGL values
geometry_shaders.enabled = false; geometry_shaders.enabled = false;
framebuffer_srgb.enabled = false; framebuffer_srgb.enabled = false;
multisample_control.alpha_to_coverage = false;
multisample_control.alpha_to_one = false;
cull.enabled = false; cull.enabled = false;
cull.mode = GL_BACK; cull.mode = GL_BACK;
cull.front_face = GL_CCW; cull.front_face = GL_CCW;
@ -504,6 +506,21 @@ void OpenGLState::Apply() const {
fragment_color_clamp.enabled ? GL_TRUE : GL_FALSE); fragment_color_clamp.enabled ? GL_TRUE : GL_FALSE);
} }
} }
if (multisample_control.alpha_to_coverage != cur_state.multisample_control.alpha_to_coverage) {
if (multisample_control.alpha_to_coverage) {
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
} else {
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
}
if (multisample_control.alpha_to_one != cur_state.multisample_control.alpha_to_one) {
if (multisample_control.alpha_to_one) {
glEnable(GL_SAMPLE_ALPHA_TO_ONE);
} else {
glDisable(GL_SAMPLE_ALPHA_TO_ONE);
}
}
ApplyColorMask(); ApplyColorMask();
ApplyViewport(); ApplyViewport();
ApplyStencilTest(); ApplyStencilTest();

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@ -39,6 +39,11 @@ public:
bool enabled; // GL_FRAMEBUFFER_SRGB bool enabled; // GL_FRAMEBUFFER_SRGB
} framebuffer_srgb; } framebuffer_srgb;
struct {
bool alpha_to_coverage; // GL_ALPHA_TO_COVERAGE
bool alpha_to_one; // GL_ALPHA_TO_ONE
} multisample_control;
struct { struct {
bool enabled; // GL_CLAMP_FRAGMENT_COLOR_ARB bool enabled; // GL_CLAMP_FRAGMENT_COLOR_ARB
} fragment_color_clamp; } fragment_color_clamp;