mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-10-01 12:30:00 +02:00
Support depth clip mode and disable shader fast math optimization on NVIDIA as a workaround for compiler bugs (?)
This commit is contained in:
parent
17fb11ddb9
commit
7ce5584f9e
7 changed files with 55 additions and 4 deletions
8
Ryujinx.Graphics.GAL/DepthMode.cs
Normal file
8
Ryujinx.Graphics.GAL/DepthMode.cs
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
namespace Ryujinx.Graphics.GAL
|
||||||
|
{
|
||||||
|
public enum DepthMode
|
||||||
|
{
|
||||||
|
MinusOneToOne,
|
||||||
|
ZeroToOne
|
||||||
|
}
|
||||||
|
}
|
|
@ -49,6 +49,8 @@ namespace Ryujinx.Graphics.GAL
|
||||||
|
|
||||||
void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
|
void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
|
||||||
|
|
||||||
|
void SetDepthMode(DepthMode mode);
|
||||||
|
|
||||||
void SetDepthTest(DepthTestDescriptor depthTest);
|
void SetDepthTest(DepthTestDescriptor depthTest);
|
||||||
|
|
||||||
void SetFaceCulling(bool enable, Face face);
|
void SetFaceCulling(bool enable, Face face);
|
||||||
|
|
|
@ -102,7 +102,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
||||||
UpdateDepthTestState(state);
|
UpdateDepthTestState(state);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (state.QueryModified(MethodOffset.ViewportTransform, MethodOffset.ViewportExtents))
|
if (state.QueryModified(MethodOffset.DepthMode, MethodOffset.ViewportTransform, MethodOffset.ViewportExtents))
|
||||||
{
|
{
|
||||||
UpdateViewportTransform(state);
|
UpdateViewportTransform(state);
|
||||||
}
|
}
|
||||||
|
@ -294,6 +294,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
||||||
|
|
||||||
private void UpdateViewportTransform(GpuState state)
|
private void UpdateViewportTransform(GpuState state)
|
||||||
{
|
{
|
||||||
|
DepthMode depthMode = state.Get<DepthMode>(MethodOffset.DepthMode);
|
||||||
|
|
||||||
|
_context.Renderer.Pipeline.SetDepthMode(depthMode);
|
||||||
|
|
||||||
bool transformEnable = GetViewportTransformEnable(state);
|
bool transformEnable = GetViewportTransformEnable(state);
|
||||||
|
|
||||||
bool flipY = (state.Get<int>(MethodOffset.YControl) & 1) != 0;
|
bool flipY = (state.Get<int>(MethodOffset.YControl) & 1) != 0;
|
||||||
|
|
|
@ -21,6 +21,7 @@ namespace Ryujinx.Graphics.Gpu.State
|
||||||
ViewportTransform = 0x280,
|
ViewportTransform = 0x280,
|
||||||
ViewportExtents = 0x300,
|
ViewportExtents = 0x300,
|
||||||
VertexBufferDrawState = 0x35d,
|
VertexBufferDrawState = 0x35d,
|
||||||
|
DepthMode = 0x35f,
|
||||||
ClearColors = 0x360,
|
ClearColors = 0x360,
|
||||||
ClearDepthValue = 0x364,
|
ClearDepthValue = 0x364,
|
||||||
ClearStencilValue = 0x368,
|
ClearStencilValue = 0x368,
|
||||||
|
|
20
Ryujinx.Graphics.OpenGL/Converters/DepthModeConverter.cs
Normal file
20
Ryujinx.Graphics.OpenGL/Converters/DepthModeConverter.cs
Normal file
|
@ -0,0 +1,20 @@
|
||||||
|
using OpenTK.Graphics.OpenGL;
|
||||||
|
using Ryujinx.Graphics.GAL;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace Ryujinx.Graphics.OpenGL
|
||||||
|
{
|
||||||
|
static class DepthModeConverter
|
||||||
|
{
|
||||||
|
public static ClipDepthMode Convert(this DepthMode mode)
|
||||||
|
{
|
||||||
|
switch (mode)
|
||||||
|
{
|
||||||
|
case DepthMode.MinusOneToOne: return ClipDepthMode.NegativeOneToOne;
|
||||||
|
case DepthMode.ZeroToOne: return ClipDepthMode.ZeroToOne;
|
||||||
|
}
|
||||||
|
|
||||||
|
throw new ArgumentException($"Invalid depth mode \"{mode}\".");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -30,13 +30,15 @@ namespace Ryujinx.Graphics.OpenGL
|
||||||
|
|
||||||
private TextureView _unit0Texture;
|
private TextureView _unit0Texture;
|
||||||
|
|
||||||
private ClipOrigin _clipOrigin;
|
private ClipOrigin _clipOrigin;
|
||||||
|
private ClipDepthMode _clipDepthMode;
|
||||||
|
|
||||||
private uint[] _componentMasks;
|
private uint[] _componentMasks;
|
||||||
|
|
||||||
internal Pipeline()
|
internal Pipeline()
|
||||||
{
|
{
|
||||||
_clipOrigin = ClipOrigin.LowerLeft;
|
_clipOrigin = ClipOrigin.LowerLeft;
|
||||||
|
_clipDepthMode = ClipDepthMode.NegativeOneToOne;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void BindBlendState(int index, BlendDescriptor blend)
|
public void BindBlendState(int index, BlendDescriptor blend)
|
||||||
|
@ -646,6 +648,18 @@ namespace Ryujinx.Graphics.OpenGL
|
||||||
// GL.PolygonOffsetClamp(factor, units, clamp);
|
// GL.PolygonOffsetClamp(factor, units, clamp);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void SetDepthMode(DepthMode mode)
|
||||||
|
{
|
||||||
|
ClipDepthMode depthMode = mode.Convert();
|
||||||
|
|
||||||
|
if (_clipDepthMode != depthMode)
|
||||||
|
{
|
||||||
|
_clipDepthMode = depthMode;
|
||||||
|
|
||||||
|
GL.ClipControl(_clipOrigin, depthMode);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void SetDepthTest(DepthTestDescriptor depthTest)
|
public void SetDepthTest(DepthTestDescriptor depthTest)
|
||||||
{
|
{
|
||||||
GL.DepthFunc((DepthFunction)depthTest.Func.Convert());
|
GL.DepthFunc((DepthFunction)depthTest.Func.Convert());
|
||||||
|
@ -828,7 +842,7 @@ namespace Ryujinx.Graphics.OpenGL
|
||||||
{
|
{
|
||||||
_clipOrigin = origin;
|
_clipOrigin = origin;
|
||||||
|
|
||||||
GL.ClipControl(origin, ClipDepthMode.NegativeOneToOne);
|
GL.ClipControl(origin, _clipDepthMode);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -26,6 +26,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
||||||
context.AppendLine("#extension GL_ARB_compute_shader : enable");
|
context.AppendLine("#extension GL_ARB_compute_shader : enable");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
context.AppendLine("#pragma optionNV(fastmath off)");
|
||||||
|
|
||||||
context.AppendLine();
|
context.AppendLine();
|
||||||
|
|
||||||
context.AppendLine($"const int {DefaultNames.UndefinedName} = 0;");
|
context.AppendLine($"const int {DefaultNames.UndefinedName} = 0;");
|
||||||
|
|
Loading…
Reference in a new issue