Fix wrong face culling once and for all (#1277)
* Viewport swizzle support on NV and clip origin * Initialize default viewport swizzle state, emulate viewport swizzle on shaders when not supported * Address PR feedback
This commit is contained in:
parent
83d94b21d0
commit
a15b951721
16 changed files with 202 additions and 53 deletions
|
@ -422,10 +422,23 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
|
||||
_context.Renderer.Pipeline.SetDepthMode(depthMode);
|
||||
|
||||
bool flipY = (state.Get<YControl>(MethodOffset.YControl) & YControl.NegateY) != 0;
|
||||
float yFlip = flipY ? -1 : 1;
|
||||
YControl yControl = state.Get<YControl>(MethodOffset.YControl);
|
||||
|
||||
Viewport[] viewports = new Viewport[Constants.TotalViewports];
|
||||
bool flipY = yControl.HasFlag(YControl.NegateY);
|
||||
Origin origin = yControl.HasFlag(YControl.TriangleRastFlip) ? Origin.LowerLeft : Origin.UpperLeft;
|
||||
|
||||
_context.Renderer.Pipeline.SetOrigin(origin);
|
||||
|
||||
// The triangle rast flip flag only affects rasterization, the viewport is not flipped.
|
||||
// Setting the origin mode to upper left on the host, however, not onlyy affects rasterization,
|
||||
// but also flips the viewport.
|
||||
// We negate the effects of flipping the viewport by flipping it again using the viewport swizzle.
|
||||
if (origin == Origin.UpperLeft)
|
||||
{
|
||||
flipY = !flipY;
|
||||
}
|
||||
|
||||
Span<Viewport> viewports = stackalloc Viewport[Constants.TotalViewports];
|
||||
|
||||
for (int index = 0; index < Constants.TotalViewports; index++)
|
||||
{
|
||||
|
@ -435,17 +448,42 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
float x = transform.TranslateX - MathF.Abs(transform.ScaleX);
|
||||
float y = transform.TranslateY - MathF.Abs(transform.ScaleY);
|
||||
|
||||
float width = transform.ScaleX * 2;
|
||||
float height = transform.ScaleY * 2 * yFlip;
|
||||
float width = MathF.Abs(transform.ScaleX) * 2;
|
||||
float height = MathF.Abs(transform.ScaleY) * 2;
|
||||
|
||||
RectangleF region = new RectangleF(x, y, width, height);
|
||||
|
||||
ViewportSwizzle swizzleX = transform.UnpackSwizzleX();
|
||||
ViewportSwizzle swizzleY = transform.UnpackSwizzleY();
|
||||
ViewportSwizzle swizzleZ = transform.UnpackSwizzleZ();
|
||||
ViewportSwizzle swizzleW = transform.UnpackSwizzleW();
|
||||
|
||||
if (transform.ScaleX < 0)
|
||||
{
|
||||
swizzleX ^= ViewportSwizzle.NegativeFlag;
|
||||
}
|
||||
|
||||
if (flipY)
|
||||
{
|
||||
swizzleY ^= ViewportSwizzle.NegativeFlag;
|
||||
}
|
||||
|
||||
if (transform.ScaleY < 0)
|
||||
{
|
||||
swizzleY ^= ViewportSwizzle.NegativeFlag;
|
||||
}
|
||||
|
||||
if (transform.ScaleZ < 0)
|
||||
{
|
||||
swizzleZ ^= ViewportSwizzle.NegativeFlag;
|
||||
}
|
||||
|
||||
viewports[index] = new Viewport(
|
||||
region,
|
||||
transform.UnpackSwizzleX(),
|
||||
transform.UnpackSwizzleY(),
|
||||
transform.UnpackSwizzleZ(),
|
||||
transform.UnpackSwizzleW(),
|
||||
swizzleX,
|
||||
swizzleY,
|
||||
swizzleZ,
|
||||
swizzleW,
|
||||
extents.DepthNear,
|
||||
extents.DepthFar);
|
||||
}
|
||||
|
|
|
@ -41,7 +41,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
float mipLodBias = descriptor.UnpackMipLodBias();
|
||||
|
||||
float maxRequestedAnisotropy = GraphicsConfig.MaxAnisotropy >= 0 && GraphicsConfig.MaxAnisotropy <= 16 ? GraphicsConfig.MaxAnisotropy : descriptor.UnpackMaxAnisotropy();
|
||||
float maxSupportedAnisotropy = context.Capabilities.MaxSupportedAnisotropy;
|
||||
float maxSupportedAnisotropy = context.Capabilities.MaximumSupportedAnisotropy;
|
||||
|
||||
if (maxRequestedAnisotropy > maxSupportedAnisotropy)
|
||||
maxRequestedAnisotropy = maxSupportedAnisotropy;
|
||||
|
|
|
@ -3,6 +3,7 @@ using Ryujinx.Graphics.GAL;
|
|||
using Ryujinx.Graphics.Gpu.Image;
|
||||
using Ryujinx.Graphics.Gpu.State;
|
||||
using Ryujinx.Graphics.Shader;
|
||||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Shader
|
||||
{
|
||||
|
@ -187,6 +188,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
|
||||
public bool QuerySupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
|
||||
|
||||
/// <summary>
|
||||
/// Queries host GPU viewport swizzle support.
|
||||
/// </summary>
|
||||
/// <returns>True if the GPU and driver supports viewport swizzle, false otherwise</returns>
|
||||
public bool QuerySupportsViewportSwizzle() => _context.Capabilities.SupportsViewportSwizzle;
|
||||
|
||||
/// <summary>
|
||||
/// Queries texture format information, for shaders using image load or store.
|
||||
/// </summary>
|
||||
|
@ -250,6 +257,24 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
};
|
||||
}
|
||||
|
||||
public int QueryViewportSwizzle(int component)
|
||||
{
|
||||
YControl yControl = _state.Get<YControl>(MethodOffset.YControl);
|
||||
|
||||
bool flipY = yControl.HasFlag(YControl.NegateY) ^ !yControl.HasFlag(YControl.TriangleRastFlip);
|
||||
|
||||
ViewportTransform transform = _state.Get<ViewportTransform>(MethodOffset.ViewportTransform, 0);
|
||||
|
||||
return component switch
|
||||
{
|
||||
0 => (int)(transform.UnpackSwizzleX() ^ (transform.ScaleX < 0 ? ViewportSwizzle.NegativeFlag : 0)),
|
||||
1 => (int)(transform.UnpackSwizzleY() ^ (transform.ScaleY < 0 ? ViewportSwizzle.NegativeFlag : 0) ^ (flipY ? ViewportSwizzle.NegativeFlag : 0)),
|
||||
2 => (int)(transform.UnpackSwizzleZ() ^ (transform.ScaleZ < 0 ? ViewportSwizzle.NegativeFlag : 0)),
|
||||
3 => (int)transform.UnpackSwizzleW(),
|
||||
_ => throw new ArgumentOutOfRangeException(nameof(component))
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the texture descriptor for a given texture on the pool.
|
||||
/// </summary>
|
||||
|
|
|
@ -146,6 +146,9 @@ namespace Ryujinx.Graphics.Gpu.State
|
|||
{
|
||||
memory[(int)MethodOffset.ViewportExtents + index * 4 + 2] = 0;
|
||||
memory[(int)MethodOffset.ViewportExtents + index * 4 + 3] = 0x3F800000;
|
||||
|
||||
// Set swizzle to +XYZW
|
||||
memory[(int)MethodOffset.ViewportTransform + index * 8 + 6] = 0x6420;
|
||||
}
|
||||
|
||||
// Viewport transform enable.
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue