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Add depth range support on the GPU (#472)

* Add depth range support on the GPU

* Address PR feedback
This commit is contained in:
gdkchan 2018-10-23 16:04:08 -03:00 committed by GitHub
parent e674b37710
commit 044b84b078
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 35 additions and 20 deletions

View file

@ -43,6 +43,8 @@
public bool DepthTestEnabled;
public bool DepthWriteEnabled;
public GalComparisonOp DepthFunc;
public float DepthRangeNear;
public float DepthRangeFar;
public bool StencilTestEnabled;
public bool StencilTwoSideEnabled;

View file

@ -95,44 +95,46 @@ namespace Ryujinx.Graphics.Gal.OpenGL
FrontFace = GalFrontFace.CCW,
CullFaceEnabled = false,
CullFace = GalCullFace.Back,
CullFace = GalCullFace.Back,
DepthTestEnabled = false,
DepthTestEnabled = false,
DepthWriteEnabled = true,
DepthFunc = GalComparisonOp.Less,
DepthFunc = GalComparisonOp.Less,
DepthRangeNear = 0,
DepthRangeFar = 1,
StencilTestEnabled = false,
StencilBackFuncFunc = GalComparisonOp.Always,
StencilBackFuncRef = 0,
StencilBackFuncRef = 0,
StencilBackFuncMask = UInt32.MaxValue,
StencilBackOpFail = GalStencilOp.Keep,
StencilBackOpZFail = GalStencilOp.Keep,
StencilBackOpZPass = GalStencilOp.Keep,
StencilBackMask = UInt32.MaxValue,
StencilBackOpFail = GalStencilOp.Keep,
StencilBackOpZFail = GalStencilOp.Keep,
StencilBackOpZPass = GalStencilOp.Keep,
StencilBackMask = UInt32.MaxValue,
StencilFrontFuncFunc = GalComparisonOp.Always,
StencilFrontFuncRef = 0,
StencilFrontFuncRef = 0,
StencilFrontFuncMask = UInt32.MaxValue,
StencilFrontOpFail = GalStencilOp.Keep,
StencilFrontOpZFail = GalStencilOp.Keep,
StencilFrontOpZPass = GalStencilOp.Keep,
StencilFrontMask = UInt32.MaxValue,
StencilFrontOpFail = GalStencilOp.Keep,
StencilFrontOpZFail = GalStencilOp.Keep,
StencilFrontOpZPass = GalStencilOp.Keep,
StencilFrontMask = UInt32.MaxValue,
BlendEnabled = false,
BlendEnabled = false,
BlendSeparateAlpha = false,
BlendEquationRgb = 0,
BlendFuncSrcRgb = GalBlendFactor.One,
BlendFuncDstRgb = GalBlendFactor.Zero,
BlendEquationRgb = 0,
BlendFuncSrcRgb = GalBlendFactor.One,
BlendFuncDstRgb = GalBlendFactor.Zero,
BlendEquationAlpha = 0,
BlendFuncSrcAlpha = GalBlendFactor.One,
BlendFuncDstAlpha = GalBlendFactor.Zero,
BlendFuncSrcAlpha = GalBlendFactor.One,
BlendFuncDstAlpha = GalBlendFactor.Zero,
ColorMask = ColorMaskRgba.Default,
PrimitiveRestartEnabled = false,
PrimitiveRestartIndex = 0
PrimitiveRestartIndex = 0
};
for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
@ -195,6 +197,12 @@ namespace Ryujinx.Graphics.Gal.OpenGL
}
}
if (New.DepthRangeNear != Old.DepthRangeNear ||
New.DepthRangeFar != Old.DepthRangeFar)
{
GL.DepthRange(New.DepthRangeNear, New.DepthRangeFar);
}
if (New.StencilTestEnabled != Old.StencilTestEnabled)
{
Enable(EnableCap.StencilTest, New.StencilTestEnabled);

View file

@ -371,6 +371,9 @@ namespace Ryujinx.Graphics
{
State.DepthFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.DepthTestFunction);
}
State.DepthRangeNear = ReadRegisterFloat(NvGpuEngine3dReg.DepthRangeNNear);
State.DepthRangeFar = ReadRegisterFloat(NvGpuEngine3dReg.DepthRangeNFar);
}
private void SetStencil(GalPipelineState State)

View file

@ -15,6 +15,8 @@ namespace Ryujinx.Graphics
ViewportNTranslateZ = 0x285,
ViewportNHoriz = 0x300,
ViewportNVert = 0x301,
DepthRangeNNear = 0x302,
DepthRangeNFar = 0x303,
VertexArrayFirst = 0x35d,
VertexArrayCount = 0x35e,
ClearNColor = 0x360,