Fix render target clear when sizes mismatch (#2994)
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9 changed files with 181 additions and 25 deletions
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@ -1,5 +1,6 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using System;
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using System.Text;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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@ -489,14 +490,62 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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return;
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}
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// Scissor and rasterizer discard also affect clears.
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engine.UpdateState((1UL << StateUpdater.RasterizerStateIndex) | (1UL << StateUpdater.ScissorStateIndex));
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int index = (argument >> 6) & 0xf;
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engine.UpdateRenderTargetState(useControl: false, singleUse: index);
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_channel.TextureManager.UpdateRenderTargets();
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// If there is a mismatch on the host clip region and the one explicitly defined by the guest
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// on the screen scissor state, then we need to force only one texture to be bound to avoid
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// host clipping.
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var screenScissorState = _state.State.ScreenScissorState;
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// Must happen after UpdateRenderTargetState to have up-to-date clip region values.
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bool clipMismatch = (screenScissorState.X | screenScissorState.Y) != 0 ||
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screenScissorState.Width != _channel.TextureManager.ClipRegionWidth ||
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screenScissorState.Height != _channel.TextureManager.ClipRegionHeight;
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bool clearAffectedByStencilMask = (_state.State.ClearFlags & 1) != 0;
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bool clearAffectedByScissor = (_state.State.ClearFlags & 0x100) != 0;
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bool needsCustomScissor = !clearAffectedByScissor || clipMismatch;
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// Scissor and rasterizer discard also affect clears.
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ulong updateMask = 1UL << StateUpdater.RasterizerStateIndex;
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if (!needsCustomScissor)
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{
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updateMask |= 1UL << StateUpdater.ScissorStateIndex;
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}
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engine.UpdateState(updateMask);
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if (needsCustomScissor)
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{
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int scissorX = screenScissorState.X;
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int scissorY = screenScissorState.Y;
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int scissorW = screenScissorState.Width;
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int scissorH = screenScissorState.Height;
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if (clearAffectedByScissor)
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{
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ref var scissorState = ref _state.State.ScissorState[0];
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scissorX = Math.Max(scissorX, scissorState.X1);
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scissorY = Math.Max(scissorY, scissorState.Y1);
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scissorW = Math.Min(scissorW, scissorState.X2 - scissorState.X1);
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scissorH = Math.Min(scissorH, scissorState.Y2 - scissorState.Y1);
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}
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_context.Renderer.Pipeline.SetScissor(0, true, scissorX, scissorY, scissorW, scissorH);
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}
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if (clipMismatch)
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{
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_channel.TextureManager.UpdateRenderTarget(index);
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}
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else
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{
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_channel.TextureManager.UpdateRenderTargets();
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}
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bool clearDepth = (argument & 1) != 0;
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bool clearStencil = (argument & 2) != 0;
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@ -521,7 +570,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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if (clearStencil)
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{
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stencilMask = _state.State.StencilTestState.FrontMask;
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stencilMask = clearAffectedByStencilMask ? _state.State.StencilTestState.FrontMask : 0xff;
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}
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if (clipMismatch)
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{
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_channel.TextureManager.UpdateRenderTargetDepthStencil();
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}
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_context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
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@ -531,6 +585,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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stencilMask);
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}
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if (needsCustomScissor)
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{
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engine.UpdateScissorState();
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}
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engine.UpdateRenderTargetState(useControl: true);
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if (renderEnable == ConditionalRenderEnabled.Host)
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