Add depth range support on the GPU (#472)
* Add depth range support on the GPU * Address PR feedback
This commit is contained in:
parent
e674b37710
commit
044b84b078
@ -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;
|
||||
|
@ -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);
|
||||
|
@ -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)
|
||||
|
@ -15,6 +15,8 @@ namespace Ryujinx.Graphics
|
||||
ViewportNTranslateZ = 0x285,
|
||||
ViewportNHoriz = 0x300,
|
||||
ViewportNVert = 0x301,
|
||||
DepthRangeNNear = 0x302,
|
||||
DepthRangeNFar = 0x303,
|
||||
VertexArrayFirst = 0x35d,
|
||||
VertexArrayCount = 0x35e,
|
||||
ClearNColor = 0x360,
|
||||
|
Loading…
Reference in New Issue
Block a user