yuzu-emu
/
yuzu-android
Archived
1
0
Fork 0

hwrasterizer: Use depth offset

This commit is contained in:
tfarley 2016-01-03 15:46:54 -08:00
parent 190b1bbf1f
commit f53dbafdae
3 changed files with 24 additions and 2 deletions

View File

@ -126,6 +126,7 @@ void RasterizerOpenGL::InitObjects() {
void RasterizerOpenGL::Reset() {
SyncCullMode();
SyncDepthModifiers();
SyncBlendEnabled();
SyncBlendFuncs();
SyncBlendColor();
@ -194,6 +195,12 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
SyncCullMode();
break;
// Depth modifiers
case PICA_REG_INDEX(viewport_depth_range):
case PICA_REG_INDEX(viewport_depth_far_plane):
SyncDepthModifiers();
break;
// Blending
case PICA_REG_INDEX(output_merger.alphablend_enable):
SyncBlendEnabled();
@ -602,6 +609,15 @@ void RasterizerOpenGL::SyncCullMode() {
}
}
void RasterizerOpenGL::SyncDepthModifiers() {
float depth_scale = -Pica::float24::FromRawFloat24(Pica::g_state.regs.viewport_depth_range).ToFloat32();
float depth_offset = Pica::float24::FromRawFloat24(Pica::g_state.regs.viewport_depth_far_plane).ToFloat32() / 2.0f;
// TODO: Implement scale modifier
uniform_block_data.data.depth_offset = depth_offset;
uniform_block_data.dirty = true;
}
void RasterizerOpenGL::SyncBlendEnabled() {
state.blend.enabled = (Pica::g_state.regs.output_merger.alphablend_enable == 1);
}

View File

@ -197,7 +197,8 @@ private:
std::array<GLfloat, 4> const_color[6];
std::array<GLfloat, 4> tev_combiner_buffer_color;
GLint alphatest_ref;
INSERT_PADDING_BYTES(12);
GLfloat depth_offset;
INSERT_PADDING_BYTES(8);
};
static_assert(sizeof(UniformData) == 0x80, "The size of the UniformData structure has changed, update the structure in the shader");
@ -218,6 +219,9 @@ private:
/// Syncs the cull mode to match the PICA register
void SyncCullMode();
/// Syncs the depth scale and offset to match the PICA registers
void SyncDepthModifiers();
/// Syncs the blend enabled status to match the PICA register
void SyncBlendEnabled();

View File

@ -334,6 +334,7 @@ layout (std140) uniform shader_data {
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
int alphatest_ref;
float depth_offset;
};
uniform sampler2D tex[3];
@ -360,7 +361,8 @@ void main() {
out += ") discard;\n";
}
out += "color = last_tex_env_out;\n}";
out += "color = last_tex_env_out;\n";
out += "gl_FragDepth = gl_FragCoord.z + depth_offset;\n}";
return out;
}