Implement some GPU features (#209)
* Implement stencil testing * Implement depth testing * Implement face culling * Implement front face * Comparison functions now take OGL enums too * Fix front facing when flipping was used * Add depth and stencil clear values
This commit is contained in:
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c99b2884e4
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97ca974213
@ -2,13 +2,13 @@ namespace Ryujinx.Graphics.Gal
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{
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public enum GalComparisonOp
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{
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Never = 0x200,
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Less = 0x201,
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Equal = 0x202,
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Lequal = 0x203,
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Greater = 0x204,
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NotEqual = 0x205,
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Gequal = 0x206,
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Always = 0x207
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Never = 0x1,
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Less = 0x2,
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Equal = 0x3,
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Lequal = 0x4,
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Greater = 0x5,
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NotEqual = 0x6,
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Gequal = 0x7,
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Always = 0x8
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}
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}
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9
Ryujinx.Graphics/Gal/GalCullFace.cs
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9
Ryujinx.Graphics/Gal/GalCullFace.cs
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@ -0,0 +1,9 @@
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namespace Ryujinx.Graphics.Gal
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{
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public enum GalCullFace
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{
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Front = 0x404,
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Back = 0x405,
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FrontAndBack = 0x408
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}
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}
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8
Ryujinx.Graphics/Gal/GalFrontFace.cs
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8
Ryujinx.Graphics/Gal/GalFrontFace.cs
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@ -0,0 +1,8 @@
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namespace Ryujinx.Graphics.Gal
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{
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public enum GalFrontFace
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{
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CW = 0x900,
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CCW = 0x901
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}
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}
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14
Ryujinx.Graphics/Gal/GalStencilOp.cs
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14
Ryujinx.Graphics/Gal/GalStencilOp.cs
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@ -0,0 +1,14 @@
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namespace Ryujinx.Graphics.Gal
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{
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public enum GalStencilOp
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{
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Keep = 0x1,
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Zero = 0x2,
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Replace = 0x3,
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Incr = 0x4,
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Decr = 0x5,
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Invert = 0x6,
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IncrWrap = 0x7,
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DecrWrap = 0x8
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}
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}
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@ -8,16 +8,34 @@ namespace Ryujinx.Graphics.Gal
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bool IsIboCached(long Key, long DataSize);
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void SetFrontFace(GalFrontFace FrontFace);
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void EnableCullFace();
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void DisableCullFace();
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void SetCullFace(GalCullFace CullFace);
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void EnableDepthTest();
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void DisableDepthTest();
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void SetDepthFunction(GalComparisonOp Func);
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void SetClearDepth(float Depth);
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void EnableStencilTest();
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void DisableStencilTest();
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void SetStencilFunction(bool IsFrontFace, GalComparisonOp Func, int Ref, int Mask);
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void SetStencilOp(bool IsFrontFace, GalStencilOp Fail, GalStencilOp ZFail, GalStencilOp ZPass);
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void SetStencilMask(bool IsFrontFace, int Mask);
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void SetClearStencil(int Stencil);
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void CreateVbo(long Key, byte[] Buffer);
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void CreateIbo(long Key, byte[] Buffer);
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@ -5,17 +5,76 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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static class OGLEnumConverter
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{
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public static FrontFaceDirection GetFrontFace(GalFrontFace FrontFace)
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{
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switch (FrontFace)
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{
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case GalFrontFace.CW: return FrontFaceDirection.Cw;
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case GalFrontFace.CCW: return FrontFaceDirection.Ccw;
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}
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throw new ArgumentException(nameof(FrontFace));
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}
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public static CullFaceMode GetCullFace(GalCullFace CullFace)
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{
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switch (CullFace)
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{
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case GalCullFace.Front: return CullFaceMode.Front;
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case GalCullFace.Back: return CullFaceMode.Back;
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case GalCullFace.FrontAndBack: return CullFaceMode.FrontAndBack;
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}
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throw new ArgumentException(nameof(CullFace));
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}
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public static StencilOp GetStencilOp(GalStencilOp Op)
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{
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switch (Op)
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{
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case GalStencilOp.Keep: return StencilOp.Keep;
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case GalStencilOp.Zero: return StencilOp.Zero;
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case GalStencilOp.Replace: return StencilOp.Replace;
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case GalStencilOp.Incr: return StencilOp.Incr;
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case GalStencilOp.Decr: return StencilOp.Decr;
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case GalStencilOp.Invert: return StencilOp.Invert;
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case GalStencilOp.IncrWrap: return StencilOp.IncrWrap;
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case GalStencilOp.DecrWrap: return StencilOp.DecrWrap;
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}
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throw new ArgumentException(nameof(Op));
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}
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public static DepthFunction GetDepthFunc(GalComparisonOp Func)
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{
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//Looks like the GPU can take it's own values (described in GalComparisonOp) and OpenGL values alike
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if ((int)Func >= (int)DepthFunction.Never &&
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(int)Func <= (int)DepthFunction.Always)
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{
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return (DepthFunction)Func;
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}
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switch (Func)
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{
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case GalComparisonOp.Never: return DepthFunction.Never;
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case GalComparisonOp.Less: return DepthFunction.Less;
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case GalComparisonOp.Equal: return DepthFunction.Equal;
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case GalComparisonOp.Lequal: return DepthFunction.Lequal;
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case GalComparisonOp.Greater: return DepthFunction.Greater;
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case GalComparisonOp.NotEqual: return DepthFunction.Notequal;
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case GalComparisonOp.Gequal: return DepthFunction.Gequal;
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case GalComparisonOp.Always: return DepthFunction.Always;
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}
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throw new ArgumentException(nameof(Func));
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}
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public static StencilFunction GetStencilFunc(GalComparisonOp Func)
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{
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//OGL comparison values match, it's just an enum cast
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return (StencilFunction)GetDepthFunc(Func);
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}
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public static DrawElementsType GetDrawElementsType(GalIndexFormat Format)
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{
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switch (Format)
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@ -106,6 +106,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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return IboCache.TryGetSize(Key, out long Size) && Size == DataSize;
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}
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public void SetFrontFace(GalFrontFace FrontFace)
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{
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GL.FrontFace(OGLEnumConverter.GetFrontFace(FrontFace));
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}
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public void EnableCullFace()
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{
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GL.Enable(EnableCap.CullFace);
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@ -116,6 +121,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.Disable(EnableCap.CullFace);
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}
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public void SetCullFace(GalCullFace CullFace)
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{
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GL.CullFace(OGLEnumConverter.GetCullFace(CullFace));
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}
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public void EnableDepthTest()
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{
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GL.Enable(EnableCap.DepthTest);
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@ -131,6 +141,49 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.DepthFunc(OGLEnumConverter.GetDepthFunc(Func));
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}
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public void SetClearDepth(float Depth)
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{
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GL.ClearDepth(Depth);
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}
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public void EnableStencilTest()
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{
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GL.Enable(EnableCap.StencilTest);
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}
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public void DisableStencilTest()
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{
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GL.Disable(EnableCap.StencilTest);
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}
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public void SetStencilFunction(bool IsFrontFace, GalComparisonOp Func, int Ref, int Mask)
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{
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GL.StencilFuncSeparate(
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IsFrontFace ? StencilFace.Front : StencilFace.Back,
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OGLEnumConverter.GetStencilFunc(Func),
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Ref,
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Mask);
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}
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public void SetStencilOp(bool IsFrontFace, GalStencilOp Fail, GalStencilOp ZFail, GalStencilOp ZPass)
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{
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GL.StencilOpSeparate(
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IsFrontFace ? StencilFace.Front : StencilFace.Back,
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OGLEnumConverter.GetStencilOp(Fail),
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OGLEnumConverter.GetStencilOp(ZFail),
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OGLEnumConverter.GetStencilOp(ZPass));
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}
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public void SetStencilMask(bool IsFrontFace, int Mask)
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{
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GL.StencilMaskSeparate(IsFrontFace ? StencilFace.Front : StencilFace.Back, Mask);
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}
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public void SetClearStencil(int Stencil)
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{
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GL.ClearStencil(Stencil);
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}
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public void CreateVbo(long Key, byte[] Buffer)
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{
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int Handle = GL.GenBuffer();
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@ -79,8 +79,10 @@ namespace Ryujinx.HLE.Gpu.Engines
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Gpu.Renderer.Shader.BindProgram();
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SetFrontFace();
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SetCullFace();
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SetDepth();
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SetStencil();
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SetAlphaBlending();
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UploadTextures(Vmm, Keys);
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@ -173,14 +175,8 @@ namespace Ryujinx.HLE.Gpu.Engines
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Gpu.Renderer.Shader.Bind(Key);
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}
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int RawSX = ReadRegister(NvGpuEngine3dReg.ViewportScaleX);
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int RawSY = ReadRegister(NvGpuEngine3dReg.ViewportScaleY);
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float SX = BitConverter.Int32BitsToSingle(RawSX);
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float SY = BitConverter.Int32BitsToSingle(RawSY);
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float SignX = MathF.Sign(SX);
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float SignY = MathF.Sign(SY);
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float SignX = GetFlipSign(NvGpuEngine3dReg.ViewportScaleX);
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float SignY = GetFlipSign(NvGpuEngine3dReg.ViewportScaleY);
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Gpu.Renderer.Shader.SetFlip(SignX, SignY);
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@ -202,14 +198,145 @@ namespace Ryujinx.HLE.Gpu.Engines
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throw new ArgumentOutOfRangeException(nameof(Program));
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}
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private void SetFrontFace()
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{
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float SignX = GetFlipSign(NvGpuEngine3dReg.ViewportScaleX);
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float SignY = GetFlipSign(NvGpuEngine3dReg.ViewportScaleY);
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GalFrontFace FrontFace = (GalFrontFace)ReadRegister(NvGpuEngine3dReg.FrontFace);
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//Flipping breaks facing. Flipping front facing too fixes it
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if (SignX != SignY)
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{
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switch (FrontFace)
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{
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case GalFrontFace.CW:
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FrontFace = GalFrontFace.CCW;
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break;
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case GalFrontFace.CCW:
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FrontFace = GalFrontFace.CW;
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break;
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}
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}
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Gpu.Renderer.Rasterizer.SetFrontFace(FrontFace);
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}
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private void SetCullFace()
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{
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//TODO.
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bool Enable = (ReadRegister(NvGpuEngine3dReg.CullFaceEnable) & 1) != 0;
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if (Enable)
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{
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Gpu.Renderer.Rasterizer.EnableCullFace();
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}
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else
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{
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Gpu.Renderer.Rasterizer.DisableCullFace();
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}
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if (!Enable)
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{
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return;
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}
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GalCullFace CullFace = (GalCullFace)ReadRegister(NvGpuEngine3dReg.CullFace);
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Gpu.Renderer.Rasterizer.SetCullFace(CullFace);
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}
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private void SetDepth()
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{
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//TODO.
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float ClearDepth = ReadRegisterFloat(NvGpuEngine3dReg.ClearDepth);
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Gpu.Renderer.Rasterizer.SetClearDepth(ClearDepth);
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bool Enable = (ReadRegister(NvGpuEngine3dReg.DepthTestEnable) & 1) != 0;
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if (Enable)
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{
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Gpu.Renderer.Rasterizer.EnableDepthTest();
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}
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else
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{
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Gpu.Renderer.Rasterizer.DisableDepthTest();
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}
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if (!Enable)
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{
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return;
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}
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GalComparisonOp Func = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.DepthTestFunction);
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Gpu.Renderer.Rasterizer.SetDepthFunction(Func);
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}
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private void SetStencil()
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{
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int ClearStencil = ReadRegister(NvGpuEngine3dReg.ClearStencil);
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Gpu.Renderer.Rasterizer.SetClearStencil(ClearStencil);
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bool Enable = (ReadRegister(NvGpuEngine3dReg.StencilEnable) & 1) != 0;
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if (Enable)
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{
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Gpu.Renderer.Rasterizer.EnableStencilTest();
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}
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else
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{
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Gpu.Renderer.Rasterizer.DisableStencilTest();
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}
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if (!Enable)
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{
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return;
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}
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void SetFaceStencil(
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bool IsFrontFace,
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NvGpuEngine3dReg Func,
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NvGpuEngine3dReg FuncRef,
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NvGpuEngine3dReg FuncMask,
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NvGpuEngine3dReg OpFail,
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NvGpuEngine3dReg OpZFail,
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NvGpuEngine3dReg OpZPass,
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NvGpuEngine3dReg Mask)
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{
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Gpu.Renderer.Rasterizer.SetStencilFunction(
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IsFrontFace,
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(GalComparisonOp)ReadRegister(Func),
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ReadRegister(FuncRef),
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ReadRegister(FuncMask));
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Gpu.Renderer.Rasterizer.SetStencilOp(
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IsFrontFace,
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(GalStencilOp)ReadRegister(OpFail),
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(GalStencilOp)ReadRegister(OpZFail),
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(GalStencilOp)ReadRegister(OpZPass));
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Gpu.Renderer.Rasterizer.SetStencilMask(IsFrontFace, ReadRegister(Mask));
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}
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SetFaceStencil(false,
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NvGpuEngine3dReg.StencilBackFuncFunc,
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NvGpuEngine3dReg.StencilBackFuncRef,
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NvGpuEngine3dReg.StencilBackFuncMask,
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NvGpuEngine3dReg.StencilBackOpFail,
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NvGpuEngine3dReg.StencilBackOpZFail,
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NvGpuEngine3dReg.StencilBackOpZPass,
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NvGpuEngine3dReg.StencilBackMask);
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SetFaceStencil(true,
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NvGpuEngine3dReg.StencilFrontFuncFunc,
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NvGpuEngine3dReg.StencilFrontFuncRef,
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NvGpuEngine3dReg.StencilFrontFuncMask,
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NvGpuEngine3dReg.StencilFrontOpFail,
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NvGpuEngine3dReg.StencilFrontOpZFail,
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NvGpuEngine3dReg.StencilFrontOpZPass,
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NvGpuEngine3dReg.StencilFrontMask);
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}
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private void SetAlphaBlending()
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@ -549,6 +676,11 @@ namespace Ryujinx.HLE.Gpu.Engines
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ConstBuffers[Stage][Index].Size = ReadRegister(NvGpuEngine3dReg.ConstBufferSize);
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}
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private float GetFlipSign(NvGpuEngine3dReg Reg)
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{
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return MathF.Sign(ReadRegisterFloat(Reg));
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}
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private long MakeInt64From2xInt32(NvGpuEngine3dReg Reg)
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{
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return
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@ -571,6 +703,11 @@ namespace Ryujinx.HLE.Gpu.Engines
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return Registers[(int)Reg];
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}
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private float ReadRegisterFloat(NvGpuEngine3dReg Reg)
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{
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return BitConverter.Int32BitsToSingle(ReadRegister(Reg));
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}
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private void WriteRegister(NvGpuEngine3dReg Reg, int Value)
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{
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Registers[(int)Reg] = Value;
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@ -14,6 +14,11 @@ namespace Ryujinx.HLE.Gpu.Engines
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ViewportTranslateZ = 0x285,
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VertexArrayFirst = 0x35d,
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VertexArrayCount = 0x35e,
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ClearDepth = 0x364,
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ClearStencil = 0x368,
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StencilBackFuncRef = 0x3d5,
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StencilBackMask = 0x3d6,
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StencilBackFuncMask = 0x3d7,
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VertexAttribNFormat = 0x458,
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DepthTestEnable = 0x4b3,
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IBlendEnable = 0x4b9,
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@ -27,9 +32,22 @@ namespace Ryujinx.HLE.Gpu.Engines
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BlendFuncDstAlpha = 0x4d6,
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BlendEnableMaster = 0x4d7,
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IBlendNEnable = 0x4d8,
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StencilEnable = 0x4e0,
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StencilFrontOpFail = 0x4e1,
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StencilFrontOpZFail = 0x4e2,
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StencilFrontOpZPass = 0x4e3,
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StencilFrontFuncFunc = 0x4e4,
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StencilFrontFuncRef = 0x4e5,
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StencilFrontFuncMask = 0x4e6,
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StencilFrontMask = 0x4e7,
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VertexArrayElemBase = 0x50d,
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TexHeaderPoolOffset = 0x55d,
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TexSamplerPoolOffset = 0x557,
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StencilTwoSideEnable = 0x565,
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StencilBackOpFail = 0x566,
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StencilBackOpZFail = 0x567,
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StencilBackOpZPass = 0x568,
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StencilBackFuncFunc = 0x569,
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ShaderAddress = 0x582,
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VertexBeginGl = 0x586,
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IndexArrayAddress = 0x5f2,
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