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Maxwell3D: Reorganize and address feedback

This commit is contained in:
Fernando Sahmkow 2019-07-17 19:37:01 -04:00 committed by FernandoS27
parent 4be61013a1
commit 7a35178ee2
3 changed files with 31 additions and 18 deletions

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@ -70,6 +70,10 @@ void Maxwell3D::InitializeRegisterDefaults() {
regs.stencil_back_func_mask = 0xFFFFFFFF; regs.stencil_back_func_mask = 0xFFFFFFFF;
regs.stencil_back_mask = 0xFFFFFFFF; regs.stencil_back_mask = 0xFFFFFFFF;
regs.depth_test_func = Regs::ComparisonOp::Always;
regs.cull.front_face = Regs::Cull::FrontFace::CounterClockWise;
regs.cull.cull_face = Regs::Cull::CullFace::Back;
// TODO(Rodrigo): Most games do not set a point size. I think this is a case of a // TODO(Rodrigo): Most games do not set a point size. I think this is a case of a
// register carrying a default value. Assume it's OpenGL's default (1). // register carrying a default value. Assume it's OpenGL's default (1).
regs.point_size = 1.0f; regs.point_size = 1.0f;

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@ -1246,8 +1246,6 @@ private:
/// Interpreter for the macro codes uploaded to the GPU. /// Interpreter for the macro codes uploaded to the GPU.
MacroInterpreter macro_interpreter; MacroInterpreter macro_interpreter;
Upload::State upload_state;
static constexpr u32 null_cb_data = 0xFFFFFFFF; static constexpr u32 null_cb_data = 0xFFFFFFFF;
struct { struct {
std::array<std::array<u32, 0x4000>, 16> buffer; std::array<std::array<u32, 0x4000>, 16> buffer;
@ -1257,6 +1255,8 @@ private:
u32 counter{}; u32 counter{};
} cb_data_state; } cb_data_state;
Upload::State upload_state;
/// Retrieves information about a specific TIC entry from the TIC buffer. /// Retrieves information about a specific TIC entry from the TIC buffer.
Texture::TICEntry GetTICEntry(u32 tic_index) const; Texture::TICEntry GetTICEntry(u32 tic_index) const;

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@ -993,37 +993,42 @@ void RasterizerOpenGL::SyncCullMode() {
const auto& regs = maxwell3d.regs; const auto& regs = maxwell3d.regs;
state.cull.enabled = regs.cull.enabled != 0; state.cull.enabled = regs.cull.enabled != 0;
state.cull.front_face = MaxwellToGL::FrontFace(regs.cull.front_face); if (state.cull.enabled) {
state.cull.mode = MaxwellToGL::CullFace(regs.cull.cull_face); state.cull.front_face = MaxwellToGL::FrontFace(regs.cull.front_face);
state.cull.mode = MaxwellToGL::CullFace(regs.cull.cull_face);
const bool flip_triangles{regs.screen_y_control.triangle_rast_flip == 0 || const bool flip_triangles{regs.screen_y_control.triangle_rast_flip == 0 ||
regs.viewport_transform[0].scale_y < 0.0f}; regs.viewport_transform[0].scale_y < 0.0f};
// If the GPU is configured to flip the rasterized triangles, then we need to flip the // If the GPU is configured to flip the rasterized triangles, then we need to flip the
// notion of front and back. Note: We flip the triangles when the value of the register is 0 // notion of front and back. Note: We flip the triangles when the value of the register is 0
// because OpenGL already does it for us. // because OpenGL already does it for us.
if (flip_triangles) { if (flip_triangles) {
if (state.cull.front_face == GL_CCW) if (state.cull.front_face == GL_CCW)
state.cull.front_face = GL_CW; state.cull.front_face = GL_CW;
else if (state.cull.front_face == GL_CW) else if (state.cull.front_face == GL_CW)
state.cull.front_face = GL_CCW; state.cull.front_face = GL_CCW;
}
} }
} }
void RasterizerOpenGL::SyncPrimitiveRestart() { void RasterizerOpenGL::SyncPrimitiveRestart() {
auto& maxwell3d = system.GPU().Maxwell3D(); const auto& regs = system.GPU().Maxwell3D().regs;
const auto& regs = maxwell3d.regs;
state.primitive_restart.enabled = regs.primitive_restart.enabled; state.primitive_restart.enabled = regs.primitive_restart.enabled;
state.primitive_restart.index = regs.primitive_restart.index; state.primitive_restart.index = regs.primitive_restart.index;
} }
void RasterizerOpenGL::SyncDepthTestState() { void RasterizerOpenGL::SyncDepthTestState() {
auto& maxwell3d = system.GPU().Maxwell3D(); const auto& regs = system.GPU().Maxwell3D().regs;
const auto& regs = maxwell3d.regs;
state.depth.test_enabled = regs.depth_test_enable != 0; state.depth.test_enabled = regs.depth_test_enable != 0;
state.depth.write_mask = regs.depth_write_enabled ? GL_TRUE : GL_FALSE; state.depth.write_mask = regs.depth_write_enabled ? GL_TRUE : GL_FALSE;
if (!state.depth.test_enabled) {
return;
}
state.depth.test_func = MaxwellToGL::ComparisonOp(regs.depth_test_func); state.depth.test_func = MaxwellToGL::ComparisonOp(regs.depth_test_func);
} }
@ -1035,6 +1040,10 @@ void RasterizerOpenGL::SyncStencilTestState() {
const auto& regs = maxwell3d.regs; const auto& regs = maxwell3d.regs;
state.stencil.test_enabled = regs.stencil_enable != 0; state.stencil.test_enabled = regs.stencil_enable != 0;
if (!regs.stencil_enable) {
return;
}
state.stencil.front.test_func = MaxwellToGL::ComparisonOp(regs.stencil_front_func_func); state.stencil.front.test_func = MaxwellToGL::ComparisonOp(regs.stencil_front_func_func);
state.stencil.front.test_ref = regs.stencil_front_func_ref; state.stencil.front.test_ref = regs.stencil_front_func_ref;
state.stencil.front.test_mask = regs.stencil_front_func_mask; state.stencil.front.test_mask = regs.stencil_front_func_mask;