Fix render target clear when sizes mismatch (#2994)

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gdkchan 2022-01-11 16:15:17 -03:00 committed by GitHub
parent ef24c8983d
commit 6e0799580f
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9 changed files with 181 additions and 25 deletions

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@ -1,4 +1,3 @@
using Ryujinx.Graphics.Shader;
using System; using System;
namespace Ryujinx.Graphics.GAL namespace Ryujinx.Graphics.GAL
@ -15,9 +14,9 @@ namespace Ryujinx.Graphics.GAL
void ClearRenderTargetDepthStencil( void ClearRenderTargetDepthStencil(
float depthValue, float depthValue,
bool depthMask, bool depthMask,
int stencilValue, int stencilValue,
int stencilMask); int stencilMask);
void CommandBufferBarrier(); void CommandBufferBarrier();

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@ -2,16 +2,16 @@ namespace Ryujinx.Graphics.GAL
{ {
public struct RectangleF public struct RectangleF
{ {
public float X { get; } public float X { get; }
public float Y { get; } public float Y { get; }
public float Width { get; } public float Width { get; }
public float Height { get; } public float Height { get; }
public RectangleF(float x, float y, float width, float height) public RectangleF(float x, float y, float width, float height)
{ {
X = x; X = x;
Y = y; Y = y;
Width = width; Width = width;
Height = height; Height = height;
} }
} }

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@ -1,5 +1,6 @@
using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Types; using Ryujinx.Graphics.Gpu.Engine.Types;
using System;
using System.Text; using System.Text;
namespace Ryujinx.Graphics.Gpu.Engine.Threed namespace Ryujinx.Graphics.Gpu.Engine.Threed
@ -489,14 +490,62 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
return; return;
} }
// Scissor and rasterizer discard also affect clears.
engine.UpdateState((1UL << StateUpdater.RasterizerStateIndex) | (1UL << StateUpdater.ScissorStateIndex));
int index = (argument >> 6) & 0xf; int index = (argument >> 6) & 0xf;
engine.UpdateRenderTargetState(useControl: false, singleUse: index); engine.UpdateRenderTargetState(useControl: false, singleUse: index);
_channel.TextureManager.UpdateRenderTargets(); // If there is a mismatch on the host clip region and the one explicitly defined by the guest
// on the screen scissor state, then we need to force only one texture to be bound to avoid
// host clipping.
var screenScissorState = _state.State.ScreenScissorState;
// Must happen after UpdateRenderTargetState to have up-to-date clip region values.
bool clipMismatch = (screenScissorState.X | screenScissorState.Y) != 0 ||
screenScissorState.Width != _channel.TextureManager.ClipRegionWidth ||
screenScissorState.Height != _channel.TextureManager.ClipRegionHeight;
bool clearAffectedByStencilMask = (_state.State.ClearFlags & 1) != 0;
bool clearAffectedByScissor = (_state.State.ClearFlags & 0x100) != 0;
bool needsCustomScissor = !clearAffectedByScissor || clipMismatch;
// Scissor and rasterizer discard also affect clears.
ulong updateMask = 1UL << StateUpdater.RasterizerStateIndex;
if (!needsCustomScissor)
{
updateMask |= 1UL << StateUpdater.ScissorStateIndex;
}
engine.UpdateState(updateMask);
if (needsCustomScissor)
{
int scissorX = screenScissorState.X;
int scissorY = screenScissorState.Y;
int scissorW = screenScissorState.Width;
int scissorH = screenScissorState.Height;
if (clearAffectedByScissor)
{
ref var scissorState = ref _state.State.ScissorState[0];
scissorX = Math.Max(scissorX, scissorState.X1);
scissorY = Math.Max(scissorY, scissorState.Y1);
scissorW = Math.Min(scissorW, scissorState.X2 - scissorState.X1);
scissorH = Math.Min(scissorH, scissorState.Y2 - scissorState.Y1);
}
_context.Renderer.Pipeline.SetScissor(0, true, scissorX, scissorY, scissorW, scissorH);
}
if (clipMismatch)
{
_channel.TextureManager.UpdateRenderTarget(index);
}
else
{
_channel.TextureManager.UpdateRenderTargets();
}
bool clearDepth = (argument & 1) != 0; bool clearDepth = (argument & 1) != 0;
bool clearStencil = (argument & 2) != 0; bool clearStencil = (argument & 2) != 0;
@ -521,7 +570,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
if (clearStencil) if (clearStencil)
{ {
stencilMask = _state.State.StencilTestState.FrontMask; stencilMask = clearAffectedByStencilMask ? _state.State.StencilTestState.FrontMask : 0xff;
}
if (clipMismatch)
{
_channel.TextureManager.UpdateRenderTargetDepthStencil();
} }
_context.Renderer.Pipeline.ClearRenderTargetDepthStencil( _context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
@ -531,6 +585,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
stencilMask); stencilMask);
} }
if (needsCustomScissor)
{
engine.UpdateScissorState();
}
engine.UpdateRenderTargetState(useControl: true); engine.UpdateRenderTargetState(useControl: true);
if (renderEnable == ConditionalRenderEnabled.Host) if (renderEnable == ConditionalRenderEnabled.Host)

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@ -339,6 +339,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
var scissor = _state.State.ScreenScissorState; var scissor = _state.State.ScreenScissorState;
Size sizeHint = new Size(scissor.X + scissor.Width, scissor.Y + scissor.Height, 1); Size sizeHint = new Size(scissor.X + scissor.Width, scissor.Y + scissor.Height, 1);
int clipRegionWidth = int.MaxValue;
int clipRegionHeight = int.MaxValue;
bool changedScale = false; bool changedScale = false;
for (int index = 0; index < Constants.TotalRenderTargets; index++) for (int index = 0; index < Constants.TotalRenderTargets; index++)
@ -363,6 +366,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
sizeHint); sizeHint);
changedScale |= _channel.TextureManager.SetRenderTargetColor(index, color); changedScale |= _channel.TextureManager.SetRenderTargetColor(index, color);
if (color != null)
{
if (clipRegionWidth > color.Width)
{
clipRegionWidth = color.Width;
}
if (clipRegionHeight > color.Height)
{
clipRegionHeight = color.Height;
}
}
} }
bool dsEnable = _state.State.RtDepthStencilEnable; bool dsEnable = _state.State.RtDepthStencilEnable;
@ -381,6 +397,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
samplesInX, samplesInX,
samplesInY, samplesInY,
sizeHint); sizeHint);
if (depthStencil != null)
{
if (clipRegionWidth > depthStencil.Width)
{
clipRegionWidth = depthStencil.Width;
}
if (clipRegionHeight > depthStencil.Height)
{
clipRegionHeight = depthStencil.Height;
}
}
} }
changedScale |= _channel.TextureManager.SetRenderTargetDepthStencil(depthStencil); changedScale |= _channel.TextureManager.SetRenderTargetDepthStencil(depthStencil);
@ -398,6 +427,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
UpdateScissorState(); UpdateScissorState();
} }
} }
_channel.TextureManager.SetClipRegion(clipRegionWidth, clipRegionHeight);
} }
/// <summary> /// <summary>
@ -414,7 +445,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// <summary> /// <summary>
/// Updates host scissor test state based on current GPU state. /// Updates host scissor test state based on current GPU state.
/// </summary> /// </summary>
private void UpdateScissorState() public void UpdateScissorState()
{ {
for (int index = 0; index < Constants.TotalViewports; index++) for (int index = 0; index < Constants.TotalViewports; index++)
{ {

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@ -137,6 +137,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_stateUpdater.UpdateRenderTargetState(useControl, singleUse); _stateUpdater.UpdateRenderTargetState(useControl, singleUse);
} }
/// <summary>
/// Updates scissor based on current render target state.
/// </summary>
public void UpdateScissorState()
{
_stateUpdater.UpdateScissorState();
}
/// <summary> /// <summary>
/// Marks the entire state as dirty, forcing a full host state update before the next draw. /// Marks the entire state as dirty, forcing a full host state update before the next draw.
/// </summary> /// </summary>

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@ -754,7 +754,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
public int DrawTextureTextureId; public int DrawTextureTextureId;
public int DrawTextureSrcX; public int DrawTextureSrcX;
public int DrawTextureSrcY; public int DrawTextureSrcY;
public fixed uint Reserved10B0[44]; public fixed uint Reserved10B0[18];
public uint ClearFlags;
public fixed uint Reserved10FC[25];
public Array16<VertexAttribState> VertexAttribState; public Array16<VertexAttribState> VertexAttribState;
public fixed uint Reserved11A0[31]; public fixed uint Reserved11A0[31];
public RtControl RtControl; public RtControl RtControl;

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@ -47,6 +47,16 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary> /// </summary>
public Target Target { get; private set; } public Target Target { get; private set; }
/// <summary>
/// Texture width.
/// </summary>
public int Width { get; private set; }
/// <summary>
/// Texture height.
/// </summary>
public int Height { get; private set; }
/// <summary> /// <summary>
/// Texture information. /// Texture information.
/// </summary> /// </summary>
@ -1322,6 +1332,8 @@ namespace Ryujinx.Graphics.Gpu.Image
{ {
Info = info; Info = info;
Target = info.Target; Target = info.Target;
Width = info.Width;
Height = info.Height;
CanForceAnisotropy = CanTextureForceAnisotropy(); CanForceAnisotropy = CanTextureForceAnisotropy();
_depth = info.GetDepth(); _depth = info.GetDepth();

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@ -19,6 +19,9 @@ namespace Ryujinx.Graphics.Gpu.Image
private Texture _rtDepthStencil; private Texture _rtDepthStencil;
private ITexture _rtHostDs; private ITexture _rtHostDs;
public int ClipRegionWidth { get; private set; }
public int ClipRegionHeight { get; private set; }
/// <summary> /// <summary>
/// The scaling factor applied to all currently bound render targets. /// The scaling factor applied to all currently bound render targets.
/// </summary> /// </summary>
@ -210,6 +213,17 @@ namespace Ryujinx.Graphics.Gpu.Image
return changesScale || ScaleNeedsUpdated(depthStencil); return changesScale || ScaleNeedsUpdated(depthStencil);
} }
/// <summary>
/// Sets the host clip region, which should be the intersection of all render target texture sizes.
/// </summary>
/// <param name="width">Width of the clip region, defined as the minimum width across all bound textures</param>
/// <param name="height">Height of the clip region, defined as the minimum height across all bound textures</param>
public void SetClipRegion(int width, int height)
{
ClipRegionWidth = width;
ClipRegionHeight = height;
}
/// <summary> /// <summary>
/// Gets the first available bound colour target, or the depth stencil target if not present. /// Gets the first available bound colour target, or the depth stencil target if not present.
/// </summary> /// </summary>
@ -409,6 +423,35 @@ namespace Ryujinx.Graphics.Gpu.Image
} }
} }
/// <summary>
/// Update host framebuffer attachments based on currently bound render target buffers.
/// </summary>
/// <remarks>
/// All attachments other than <paramref name="index"/> will be unbound.
/// </remarks>
/// <param name="index">Index of the render target color to be updated</param>
public void UpdateRenderTarget(int index)
{
new Span<ITexture>(_rtHostColors).Fill(null);
_rtHostColors[index] = _rtColors[index]?.HostTexture;
_context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, null);
}
/// <summary>
/// Update host framebuffer attachments based on currently bound render target buffers.
/// </summary>
/// <remarks>
/// All color attachments will be unbound.
/// </remarks>
public void UpdateRenderTargetDepthStencil()
{
new Span<ITexture>(_rtHostColors).Fill(null);
_rtHostDs = _rtDepthStencil?.HostTexture;
_context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, _rtHostDs);
}
/// <summary> /// <summary>
/// Forces all textures, samplers, images and render targets to be rebound the next time /// Forces all textures, samplers, images and render targets to be rebound the next time
/// CommitGraphicsBindings is called. /// CommitGraphicsBindings is called.

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@ -6,7 +6,6 @@ using Ryujinx.Graphics.OpenGL.Queries;
using Ryujinx.Graphics.Shader; using Ryujinx.Graphics.Shader;
using System; using System;
using System.Runtime.CompilerServices; using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.OpenGL namespace Ryujinx.Graphics.OpenGL
{ {
@ -1058,14 +1057,17 @@ namespace Ryujinx.Graphics.OpenGL
_framebuffer.AttachColor(index, color); _framebuffer.AttachColor(index, color);
int isBgra = color != null && color.Format.IsBgr() ? 1 : 0; if (color != null)
if (_fpIsBgra[index].X != isBgra)
{ {
_fpIsBgra[index].X = isBgra; int isBgra = color.Format.IsBgr() ? 1 : 0;
isBgraChanged = true;
RestoreComponentMask(index); if (_fpIsBgra[index].X != isBgra)
{
_fpIsBgra[index].X = isBgra;
isBgraChanged = true;
RestoreComponentMask(index);
}
} }
} }