Implement Depth Clamping (#1120)
* Implement Depth Clamping and add misc enums * Fix formatting
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@ -29,6 +29,7 @@ namespace Ryujinx.Graphics.GAL
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void SetBlendColor(ColorF color);
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void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
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void SetDepthClamp(bool clampNear, bool clampFar);
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void SetDepthMode(DepthMode mode);
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void SetDepthTest(DepthTestDescriptor depthTest);
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@ -127,6 +127,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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UpdateScissorState(state);
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}
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if (state.QueryModified(MethodOffset.ViewVolumeClipControl))
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{
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UpdateDepthClampState(state);
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}
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if (state.QueryModified(MethodOffset.DepthTestEnable,
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MethodOffset.DepthWriteEnable,
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MethodOffset.DepthTestFunc))
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@ -134,7 +139,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
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UpdateDepthTestState(state);
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}
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if (state.QueryModified(MethodOffset.DepthMode, MethodOffset.ViewportTransform, MethodOffset.ViewportExtents))
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if (state.QueryModified(MethodOffset.DepthMode,
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MethodOffset.ViewportTransform,
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MethodOffset.ViewportExtents))
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{
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UpdateViewportTransform(state);
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}
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@ -362,6 +369,17 @@ namespace Ryujinx.Graphics.Gpu.Engine
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}
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}
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/// <summary>
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/// Updates host depth clamp state based on current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateDepthClampState(GpuState state)
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{
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ViewVolumeClipControl clip = state.Get<ViewVolumeClipControl>(MethodOffset.ViewVolumeClipControl);
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_context.Renderer.Pipeline.SetDepthClamp((clip & ViewVolumeClipControl.DepthClampNear) != 0,
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(clip & ViewVolumeClipControl.DepthClampFar) != 0);
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}
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/// <summary>
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/// Updates host depth test state based on current GPU state.
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/// </summary>
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@ -384,8 +402,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.Renderer.Pipeline.SetDepthMode(depthMode);
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bool flipY = (state.Get<int>(MethodOffset.YControl) & 1) != 0;
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bool flipY = (state.Get<YControl>(MethodOffset.YControl) & YControl.NegateY) != 0;
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float yFlip = flipY ? -1 : 1;
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Viewport[] viewports = new Viewport[Constants.TotalViewports];
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@ -75,6 +75,7 @@ namespace Ryujinx.Graphics.Gpu.State
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VertexBufferInstanced = 0x620,
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FaceState = 0x646,
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ViewportTransformEnable = 0x64b,
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ViewVolumeClipControl = 0x64f,
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Clear = 0x674,
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RtColorMask = 0x680,
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ReportState = 0x6c0,
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12
Ryujinx.Graphics.Gpu/State/ViewVolumeClipControl.cs
Normal file
12
Ryujinx.Graphics.Gpu/State/ViewVolumeClipControl.cs
Normal file
@ -0,0 +1,12 @@
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using System;
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namespace Ryujinx.Graphics.Gpu.State
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{
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[Flags]
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enum ViewVolumeClipControl
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{
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ForceDepthRangeZeroToOne = 1 << 0,
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DepthClampNear = 1 << 3,
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DepthClampFar = 1 << 4,
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}
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}
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11
Ryujinx.Graphics.Gpu/State/YControl.cs
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11
Ryujinx.Graphics.Gpu/State/YControl.cs
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@ -0,0 +1,11 @@
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using System;
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namespace Ryujinx.Graphics.Gpu.State
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{
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[Flags]
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enum YControl
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{
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NegateY = 1 << 0,
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TriangleRastFlip = 1 << 4
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}
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}
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@ -546,6 +546,21 @@ namespace Ryujinx.Graphics.OpenGL
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// GL.PolygonOffsetClamp(factor, units, clamp);
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}
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public void SetDepthClamp(bool clampNear, bool clampFar)
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{
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// TODO: Use GL_AMD_depth_clamp_separate or similar if available?
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// Currently enables clamping if either is set.
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bool clamp = clampNear || clampFar;
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if (!clamp)
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{
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GL.Disable(EnableCap.DepthClamp);
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return;
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}
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GL.Enable(EnableCap.DepthClamp);
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}
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public void SetDepthMode(DepthMode mode)
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{
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ClipDepthMode depthMode = mode.Convert();
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