yuzu-emu
/
yuzu
Archived
1
0
Fork 0

Merge pull request #3491 from ReinUsesLisp/polygon-modes

gl_rasterizer: Implement polygon modes and fill rectangles
This commit is contained in:
bunnei 2020-03-13 10:08:57 -04:00 committed by GitHub
commit b30b1f741d
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 99 additions and 2 deletions

View File

@ -524,6 +524,12 @@ public:
FractionalEven = 2, FractionalEven = 2,
}; };
enum class PolygonMode : u32 {
Point = 0x1b00,
Line = 0x1b01,
Fill = 0x1b02,
};
struct RenderTargetConfig { struct RenderTargetConfig {
u32 address_high; u32 address_high;
u32 address_low; u32 address_low;
@ -705,7 +711,12 @@ public:
s32 clear_stencil; s32 clear_stencil;
INSERT_UNION_PADDING_WORDS(0x7); INSERT_UNION_PADDING_WORDS(0x2);
PolygonMode polygon_mode_front;
PolygonMode polygon_mode_back;
INSERT_UNION_PADDING_WORDS(0x3);
u32 polygon_offset_point_enable; u32 polygon_offset_point_enable;
u32 polygon_offset_line_enable; u32 polygon_offset_line_enable;
@ -764,7 +775,11 @@ public:
BitField<12, 4, u32> viewport; BitField<12, 4, u32> viewport;
} clear_flags; } clear_flags;
INSERT_UNION_PADDING_WORDS(0x19); INSERT_UNION_PADDING_WORDS(0x10);
u32 fill_rectangle;
INSERT_UNION_PADDING_WORDS(0x8);
std::array<VertexAttribute, NumVertexAttributes> vertex_attrib_format; std::array<VertexAttribute, NumVertexAttributes> vertex_attrib_format;
@ -1422,6 +1437,8 @@ ASSERT_REG_POSITION(depth_mode, 0x35F);
ASSERT_REG_POSITION(clear_color[0], 0x360); ASSERT_REG_POSITION(clear_color[0], 0x360);
ASSERT_REG_POSITION(clear_depth, 0x364); ASSERT_REG_POSITION(clear_depth, 0x364);
ASSERT_REG_POSITION(clear_stencil, 0x368); ASSERT_REG_POSITION(clear_stencil, 0x368);
ASSERT_REG_POSITION(polygon_mode_front, 0x36B);
ASSERT_REG_POSITION(polygon_mode_back, 0x36C);
ASSERT_REG_POSITION(polygon_offset_point_enable, 0x370); ASSERT_REG_POSITION(polygon_offset_point_enable, 0x370);
ASSERT_REG_POSITION(polygon_offset_line_enable, 0x371); ASSERT_REG_POSITION(polygon_offset_line_enable, 0x371);
ASSERT_REG_POSITION(polygon_offset_fill_enable, 0x372); ASSERT_REG_POSITION(polygon_offset_fill_enable, 0x372);
@ -1435,6 +1452,7 @@ ASSERT_REG_POSITION(rt_separate_frag_data, 0x3EB);
ASSERT_REG_POSITION(depth_bounds, 0x3E7); ASSERT_REG_POSITION(depth_bounds, 0x3E7);
ASSERT_REG_POSITION(zeta, 0x3F8); ASSERT_REG_POSITION(zeta, 0x3F8);
ASSERT_REG_POSITION(clear_flags, 0x43E); ASSERT_REG_POSITION(clear_flags, 0x43E);
ASSERT_REG_POSITION(fill_rectangle, 0x44F);
ASSERT_REG_POSITION(vertex_attrib_format, 0x458); ASSERT_REG_POSITION(vertex_attrib_format, 0x458);
ASSERT_REG_POSITION(rt_control, 0x487); ASSERT_REG_POSITION(rt_control, 0x487);
ASSERT_REG_POSITION(zeta_width, 0x48a); ASSERT_REG_POSITION(zeta_width, 0x48a);

View File

@ -487,6 +487,7 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
SyncViewport(); SyncViewport();
SyncRasterizeEnable(); SyncRasterizeEnable();
SyncPolygonModes();
SyncColorMask(); SyncColorMask();
SyncFragmentColorClampState(); SyncFragmentColorClampState();
SyncMultiSampleState(); SyncMultiSampleState();
@ -1096,6 +1097,45 @@ void RasterizerOpenGL::SyncRasterizeEnable() {
oglEnable(GL_RASTERIZER_DISCARD, gpu.regs.rasterize_enable == 0); oglEnable(GL_RASTERIZER_DISCARD, gpu.regs.rasterize_enable == 0);
} }
void RasterizerOpenGL::SyncPolygonModes() {
auto& gpu = system.GPU().Maxwell3D();
auto& flags = gpu.dirty.flags;
if (!flags[Dirty::PolygonModes]) {
return;
}
flags[Dirty::PolygonModes] = false;
if (gpu.regs.fill_rectangle) {
if (!GLAD_GL_NV_fill_rectangle) {
LOG_ERROR(Render_OpenGL, "GL_NV_fill_rectangle used and not supported");
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
return;
}
flags[Dirty::PolygonModeFront] = true;
flags[Dirty::PolygonModeBack] = true;
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL_RECTANGLE_NV);
return;
}
if (gpu.regs.polygon_mode_front == gpu.regs.polygon_mode_back) {
flags[Dirty::PolygonModeFront] = false;
flags[Dirty::PolygonModeBack] = false;
glPolygonMode(GL_FRONT_AND_BACK, MaxwellToGL::PolygonMode(gpu.regs.polygon_mode_front));
return;
}
if (flags[Dirty::PolygonModeFront]) {
flags[Dirty::PolygonModeFront] = false;
glPolygonMode(GL_FRONT, MaxwellToGL::PolygonMode(gpu.regs.polygon_mode_front));
}
if (flags[Dirty::PolygonModeBack]) {
flags[Dirty::PolygonModeBack] = false;
glPolygonMode(GL_BACK, MaxwellToGL::PolygonMode(gpu.regs.polygon_mode_back));
}
}
void RasterizerOpenGL::SyncColorMask() { void RasterizerOpenGL::SyncColorMask() {
auto& gpu = system.GPU().Maxwell3D(); auto& gpu = system.GPU().Maxwell3D();
auto& flags = gpu.dirty.flags; auto& flags = gpu.dirty.flags;

View File

@ -178,6 +178,9 @@ private:
/// Syncs the rasterizer enable state to match the guest state /// Syncs the rasterizer enable state to match the guest state
void SyncRasterizeEnable(); void SyncRasterizeEnable();
/// Syncs polygon modes to match the guest state
void SyncPolygonModes();
/// Syncs Color Mask /// Syncs Color Mask
void SyncColorMask(); void SyncColorMask();

View File

@ -94,6 +94,15 @@ void SetupDirtyShaders(Tables& tables) {
Shaders); Shaders);
} }
void SetupDirtyPolygonModes(Tables& tables) {
tables[0][OFF(polygon_mode_front)] = PolygonModeFront;
tables[0][OFF(polygon_mode_back)] = PolygonModeBack;
tables[1][OFF(polygon_mode_front)] = PolygonModes;
tables[1][OFF(polygon_mode_back)] = PolygonModes;
tables[0][OFF(fill_rectangle)] = PolygonModes;
}
void SetupDirtyDepthTest(Tables& tables) { void SetupDirtyDepthTest(Tables& tables) {
auto& table = tables[0]; auto& table = tables[0];
table[OFF(depth_test_enable)] = DepthTest; table[OFF(depth_test_enable)] = DepthTest;
@ -211,6 +220,7 @@ void StateTracker::Initialize() {
SetupDirtyVertexArrays(tables); SetupDirtyVertexArrays(tables);
SetupDirtyVertexFormat(tables); SetupDirtyVertexFormat(tables);
SetupDirtyShaders(tables); SetupDirtyShaders(tables);
SetupDirtyPolygonModes(tables);
SetupDirtyDepthTest(tables); SetupDirtyDepthTest(tables);
SetupDirtyStencilTest(tables); SetupDirtyStencilTest(tables);
SetupDirtyAlphaTest(tables); SetupDirtyAlphaTest(tables);

View File

@ -59,6 +59,10 @@ enum : u8 {
Shaders, Shaders,
ClipDistances, ClipDistances,
PolygonModes,
PolygonModeFront,
PolygonModeBack,
ColorMask, ColorMask,
FrontFace, FrontFace,
CullTest, CullTest,
@ -111,6 +115,13 @@ public:
flags[OpenGL::Dirty::VertexInstance0 + 1] = true; flags[OpenGL::Dirty::VertexInstance0 + 1] = true;
} }
void NotifyPolygonModes() {
auto& flags = system.GPU().Maxwell3D().dirty.flags;
flags[OpenGL::Dirty::PolygonModes] = true;
flags[OpenGL::Dirty::PolygonModeFront] = true;
flags[OpenGL::Dirty::PolygonModeBack] = true;
}
void NotifyViewport0() { void NotifyViewport0() {
auto& flags = system.GPU().Maxwell3D().dirty.flags; auto& flags = system.GPU().Maxwell3D().dirty.flags;
flags[OpenGL::Dirty::Viewports] = true; flags[OpenGL::Dirty::Viewports] = true;

View File

@ -488,5 +488,18 @@ inline GLenum LogicOp(Maxwell::LogicOperation operation) {
return GL_COPY; return GL_COPY;
} }
inline GLenum PolygonMode(Maxwell::PolygonMode polygon_mode) {
switch (polygon_mode) {
case Maxwell::PolygonMode::Point:
return GL_POINT;
case Maxwell::PolygonMode::Line:
return GL_LINE;
case Maxwell::PolygonMode::Fill:
return GL_FILL;
}
UNREACHABLE_MSG("Invalid polygon mode={}", static_cast<int>(polygon_mode));
return GL_FILL;
}
} // namespace MaxwellToGL } // namespace MaxwellToGL
} // namespace OpenGL } // namespace OpenGL

View File

@ -576,6 +576,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
// TODO: Signal state tracker about these changes // TODO: Signal state tracker about these changes
state_tracker.NotifyScreenDrawVertexArray(); state_tracker.NotifyScreenDrawVertexArray();
state_tracker.NotifyPolygonModes();
state_tracker.NotifyViewport0(); state_tracker.NotifyViewport0();
state_tracker.NotifyScissor0(); state_tracker.NotifyScissor0();
state_tracker.NotifyColorMask0(); state_tracker.NotifyColorMask0();
@ -611,6 +612,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
glDisable(GL_ALPHA_TEST); glDisable(GL_ALPHA_TEST);
glDisablei(GL_BLEND, 0); glDisablei(GL_BLEND, 0);
glDisablei(GL_SCISSOR_TEST, 0); glDisablei(GL_SCISSOR_TEST, 0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glCullFace(GL_BACK); glCullFace(GL_BACK);
glFrontFace(GL_CW); glFrontFace(GL_CW);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);