summaryrefslogtreecommitdiffstats
path: root/src/video_core/renderer_opengl/gl_rasterizer.cpp
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp338
1 files changed, 226 insertions, 112 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index a0527fe57..630a58e49 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -33,7 +33,8 @@ using Maxwell = Tegra::Engines::Maxwell3D::Regs;
using PixelFormat = VideoCore::Surface::PixelFormat;
using SurfaceType = VideoCore::Surface::SurfaceType;
-MICROPROFILE_DEFINE(OpenGL_VAO, "OpenGL", "Vertex Array Setup", MP_RGB(128, 128, 192));
+MICROPROFILE_DEFINE(OpenGL_VAO, "OpenGL", "Vertex Format Setup", MP_RGB(128, 128, 192));
+MICROPROFILE_DEFINE(OpenGL_VB, "OpenGL", "Vertex Buffer Setup", MP_RGB(128, 128, 192));
MICROPROFILE_DEFINE(OpenGL_Shader, "OpenGL", "Shader Setup", MP_RGB(128, 128, 192));
MICROPROFILE_DEFINE(OpenGL_UBO, "OpenGL", "Const Buffer Setup", MP_RGB(128, 128, 192));
MICROPROFILE_DEFINE(OpenGL_Index, "OpenGL", "Index Buffer Setup", MP_RGB(128, 128, 192));
@@ -79,7 +80,8 @@ struct DrawParameters {
};
RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, ScreenInfo& info)
- : emu_window{window}, screen_info{info}, buffer_cache(STREAM_BUFFER_SIZE) {
+ : res_cache{*this}, shader_cache{*this}, emu_window{window}, screen_info{info},
+ buffer_cache(*this, STREAM_BUFFER_SIZE) {
// Create sampler objects
for (std::size_t i = 0; i < texture_samplers.size(); ++i) {
texture_samplers[i].Create();
@@ -96,17 +98,10 @@ RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, ScreenInfo
has_ARB_direct_state_access = true;
} else if (extension == "GL_ARB_multi_bind") {
has_ARB_multi_bind = true;
- } else if (extension == "GL_ARB_separate_shader_objects") {
- has_ARB_separate_shader_objects = true;
- } else if (extension == "GL_ARB_vertex_attrib_binding") {
- has_ARB_vertex_attrib_binding = true;
}
}
- ASSERT_MSG(has_ARB_separate_shader_objects, "has_ARB_separate_shader_objects is unsupported");
OpenGLState::ApplyDefaultState();
- // Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
- state.clip_distance[0] = true;
// Create render framebuffer
framebuffer.Create();
@@ -122,18 +117,23 @@ RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, ScreenInfo
RasterizerOpenGL::~RasterizerOpenGL() {}
-void RasterizerOpenGL::SetupVertexArrays() {
- MICROPROFILE_SCOPE(OpenGL_VAO);
- const auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
+void RasterizerOpenGL::SetupVertexFormat() {
+ auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
const auto& regs = gpu.regs;
+ if (!gpu.dirty_flags.vertex_attrib_format)
+ return;
+ gpu.dirty_flags.vertex_attrib_format = false;
+
+ MICROPROFILE_SCOPE(OpenGL_VAO);
+
auto [iter, is_cache_miss] = vertex_array_cache.try_emplace(regs.vertex_attrib_format);
auto& VAO = iter->second;
if (is_cache_miss) {
VAO.Create();
state.draw.vertex_array = VAO.handle;
- state.Apply();
+ state.ApplyVertexBufferState();
// The index buffer binding is stored within the VAO. Stupid OpenGL, but easy to work
// around.
@@ -175,8 +175,13 @@ void RasterizerOpenGL::SetupVertexArrays() {
}
}
state.draw.vertex_array = VAO.handle;
- state.draw.vertex_buffer = buffer_cache.GetHandle();
- state.Apply();
+ state.ApplyVertexBufferState();
+}
+
+void RasterizerOpenGL::SetupVertexBuffer() {
+ MICROPROFILE_SCOPE(OpenGL_VB);
+ const auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
+ const auto& regs = gpu.regs;
// Upload all guest vertex arrays sequentially to our buffer
for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) {
@@ -203,6 +208,9 @@ void RasterizerOpenGL::SetupVertexArrays() {
glVertexBindingDivisor(index, 0);
}
}
+
+ // Implicit set by glBindVertexBuffer. Stupid glstate handling...
+ state.draw.vertex_buffer = buffer_cache.GetHandle();
}
DrawParameters RasterizerOpenGL::SetupDraw() {
@@ -327,8 +335,6 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
index++;
}
}
-
- state.Apply();
}
std::size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
@@ -397,8 +403,8 @@ void RasterizerOpenGL::UpdatePagesCachedCount(VAddr addr, u64 size, int delta) {
cached_pages.add({pages_interval, delta});
}
-void RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_depth_fb,
- bool preserve_contents,
+void RasterizerOpenGL::ConfigureFramebuffers(OpenGLState& current_state, bool using_color_fb,
+ bool using_depth_fb, bool preserve_contents,
std::optional<std::size_t> single_color_target) {
MICROPROFILE_SCOPE(OpenGL_Framebuffer);
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
@@ -414,9 +420,9 @@ void RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_dep
ASSERT_MSG(regs.rt_separate_frag_data == 0, "Unimplemented");
// Bind the framebuffer surfaces
- state.draw.draw_framebuffer = framebuffer.handle;
- state.Apply();
- state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0;
+ current_state.draw.draw_framebuffer = framebuffer.handle;
+ current_state.ApplyFramebufferState();
+ current_state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0;
if (using_color_fb) {
if (single_color_target) {
@@ -494,10 +500,7 @@ void RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_dep
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
0);
}
-
- SyncViewport();
-
- state.Apply();
+ SyncViewport(current_state);
}
void RasterizerOpenGL::Clear() {
@@ -510,22 +513,23 @@ void RasterizerOpenGL::Clear() {
bool use_stencil{};
OpenGLState clear_state;
- clear_state.draw.draw_framebuffer = framebuffer.handle;
- clear_state.color_mask.red_enabled = regs.clear_buffers.R ? GL_TRUE : GL_FALSE;
- clear_state.color_mask.green_enabled = regs.clear_buffers.G ? GL_TRUE : GL_FALSE;
- clear_state.color_mask.blue_enabled = regs.clear_buffers.B ? GL_TRUE : GL_FALSE;
- clear_state.color_mask.alpha_enabled = regs.clear_buffers.A ? GL_TRUE : GL_FALSE;
-
if (regs.clear_buffers.R || regs.clear_buffers.G || regs.clear_buffers.B ||
regs.clear_buffers.A) {
use_color = true;
}
+ if (use_color) {
+ clear_state.color_mask[0].red_enabled = regs.clear_buffers.R ? GL_TRUE : GL_FALSE;
+ clear_state.color_mask[0].green_enabled = regs.clear_buffers.G ? GL_TRUE : GL_FALSE;
+ clear_state.color_mask[0].blue_enabled = regs.clear_buffers.B ? GL_TRUE : GL_FALSE;
+ clear_state.color_mask[0].alpha_enabled = regs.clear_buffers.A ? GL_TRUE : GL_FALSE;
+ }
if (regs.clear_buffers.Z) {
ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear Z but buffer is not enabled!");
use_depth = true;
// Always enable the depth write when clearing the depth buffer. The depth write mask is
- // ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to true.
+ // ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to
+ // true.
clear_state.depth.test_enabled = true;
clear_state.depth.test_func = GL_ALWAYS;
}
@@ -533,6 +537,30 @@ void RasterizerOpenGL::Clear() {
ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!");
use_stencil = true;
clear_state.stencil.test_enabled = true;
+ if (regs.clear_flags.stencil) {
+ // Stencil affects the clear so fill it with the used masks
+ clear_state.stencil.front.test_func = GL_ALWAYS;
+ clear_state.stencil.front.test_mask = regs.stencil_front_func_mask;
+ clear_state.stencil.front.action_stencil_fail = GL_KEEP;
+ clear_state.stencil.front.action_depth_fail = GL_KEEP;
+ clear_state.stencil.front.action_depth_pass = GL_KEEP;
+ clear_state.stencil.front.write_mask = regs.stencil_front_mask;
+ if (regs.stencil_two_side_enable) {
+ clear_state.stencil.back.test_func = GL_ALWAYS;
+ clear_state.stencil.back.test_mask = regs.stencil_back_func_mask;
+ clear_state.stencil.back.action_stencil_fail = GL_KEEP;
+ clear_state.stencil.back.action_depth_fail = GL_KEEP;
+ clear_state.stencil.back.action_depth_pass = GL_KEEP;
+ clear_state.stencil.back.write_mask = regs.stencil_back_mask;
+ } else {
+ clear_state.stencil.back.test_func = GL_ALWAYS;
+ clear_state.stencil.back.test_mask = 0xFFFFFFFF;
+ clear_state.stencil.back.write_mask = 0xFFFFFFFF;
+ clear_state.stencil.back.action_stencil_fail = GL_KEEP;
+ clear_state.stencil.back.action_depth_fail = GL_KEEP;
+ clear_state.stencil.back.action_depth_pass = GL_KEEP;
+ }
+ }
}
if (!use_color && !use_depth && !use_stencil) {
@@ -542,11 +570,16 @@ void RasterizerOpenGL::Clear() {
ScopeAcquireGLContext acquire_context{emu_window};
- ConfigureFramebuffers(use_color, use_depth || use_stencil, false,
+ ConfigureFramebuffers(clear_state, use_color, use_depth || use_stencil, false,
regs.clear_buffers.RT.Value());
- // Copy the sRGB setting to the clear state to avoid problem with
- // specific driver implementations
- clear_state.framebuffer_srgb.enabled = state.framebuffer_srgb.enabled;
+ if (regs.clear_flags.scissor) {
+ SyncScissorTest(clear_state);
+ }
+
+ if (regs.clear_flags.viewport) {
+ clear_state.EmulateViewportWithScissor();
+ }
+
clear_state.Apply();
if (use_color) {
@@ -572,16 +605,17 @@ void RasterizerOpenGL::DrawArrays() {
ScopeAcquireGLContext acquire_context{emu_window};
- ConfigureFramebuffers();
-
+ ConfigureFramebuffers(state);
+ SyncColorMask();
+ SyncFragmentColorClampState();
+ SyncMultiSampleState();
SyncDepthTestState();
SyncStencilTestState();
SyncBlendState();
SyncLogicOpState();
SyncCullMode();
SyncPrimitiveRestart();
- SyncDepthRange();
- SyncScissorTest();
+ SyncScissorTest(state);
// Alpha Testing is synced on shaders.
SyncTransformFeedback();
SyncPointState();
@@ -594,7 +628,7 @@ void RasterizerOpenGL::DrawArrays() {
const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
state.draw.vertex_buffer = buffer_cache.GetHandle();
- state.Apply();
+ state.ApplyVertexBufferState();
std::size_t buffer_size = CalculateVertexArraysSize();
@@ -621,7 +655,8 @@ void RasterizerOpenGL::DrawArrays() {
buffer_cache.Map(buffer_size);
- SetupVertexArrays();
+ SetupVertexFormat();
+ SetupVertexBuffer();
DrawParameters params = SetupDraw();
SetupShaders(params.primitive_mode);
@@ -634,7 +669,7 @@ void RasterizerOpenGL::DrawArrays() {
params.DispatchDraw();
// Disable scissor test
- state.scissor.enabled = false;
+ state.viewports[0].scissor.enabled = false;
accelerate_draw = AccelDraw::Disabled;
@@ -727,7 +762,6 @@ void RasterizerOpenGL::SamplerInfo::Create() {
void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntry& config) {
const GLuint s = sampler.handle;
-
if (mag_filter != config.mag_filter) {
mag_filter = config.mag_filter;
glSamplerParameteri(
@@ -769,15 +803,51 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr
MaxwellToGL::DepthCompareFunc(depth_compare_func));
}
- if (wrap_u == Tegra::Texture::WrapMode::Border || wrap_v == Tegra::Texture::WrapMode::Border ||
- wrap_p == Tegra::Texture::WrapMode::Border) {
- const GLvec4 new_border_color = {{config.border_color_r, config.border_color_g,
- config.border_color_b, config.border_color_a}};
- if (border_color != new_border_color) {
- border_color = new_border_color;
- glSamplerParameterfv(s, GL_TEXTURE_BORDER_COLOR, border_color.data());
+ GLvec4 new_border_color;
+ if (config.srgb_conversion) {
+ new_border_color[0] = config.srgb_border_color_r / 255.0f;
+ new_border_color[1] = config.srgb_border_color_g / 255.0f;
+ new_border_color[2] = config.srgb_border_color_g / 255.0f;
+ } else {
+ new_border_color[0] = config.border_color_r;
+ new_border_color[1] = config.border_color_g;
+ new_border_color[2] = config.border_color_b;
+ }
+ new_border_color[3] = config.border_color_a;
+
+ if (border_color != new_border_color) {
+ border_color = new_border_color;
+ glSamplerParameterfv(s, GL_TEXTURE_BORDER_COLOR, border_color.data());
+ }
+
+ const float anisotropic_max = static_cast<float>(1 << config.max_anisotropy.Value());
+ if (anisotropic_max != max_anisotropic) {
+ max_anisotropic = anisotropic_max;
+ if (GLAD_GL_ARB_texture_filter_anisotropic) {
+ glSamplerParameterf(s, GL_TEXTURE_MAX_ANISOTROPY, max_anisotropic);
+ } else if (GLAD_GL_EXT_texture_filter_anisotropic) {
+ glSamplerParameterf(s, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropic);
}
}
+ const float lod_min = static_cast<float>(config.min_lod_clamp.Value()) / 256.0f;
+ if (lod_min != min_lod) {
+ min_lod = lod_min;
+ glSamplerParameterf(s, GL_TEXTURE_MIN_LOD, min_lod);
+ }
+
+ const float lod_max = static_cast<float>(config.max_lod_clamp.Value()) / 256.0f;
+ if (lod_max != max_lod) {
+ max_lod = lod_max;
+ glSamplerParameterf(s, GL_TEXTURE_MAX_LOD, max_lod);
+ }
+ const u32 bias = config.mip_lod_bias.Value();
+ // Sign extend the 13-bit value.
+ constexpr u32 mask = 1U << (13 - 1);
+ const float bias_lod = static_cast<s32>((bias ^ mask) - mask) / 256.f;
+ if (lod_bias != bias_lod) {
+ lod_bias = bias_lod;
+ glSamplerParameterf(s, GL_TEXTURE_LOD_BIAS, lod_bias);
+ }
}
u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, Shader& shader,
@@ -897,14 +967,18 @@ u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader,
return current_unit + static_cast<u32>(entries.size());
}
-void RasterizerOpenGL::SyncViewport() {
+void RasterizerOpenGL::SyncViewport(OpenGLState& current_state) {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
-
- state.viewport.x = viewport_rect.left;
- state.viewport.y = viewport_rect.bottom;
- state.viewport.width = static_cast<GLsizei>(viewport_rect.GetWidth());
- state.viewport.height = static_cast<GLsizei>(viewport_rect.GetHeight());
+ for (std::size_t i = 0; i < Tegra::Engines::Maxwell3D::Regs::NumViewports; i++) {
+ const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[i].GetRect()};
+ auto& viewport = current_state.viewports[i];
+ viewport.x = viewport_rect.left;
+ viewport.y = viewport_rect.bottom;
+ viewport.width = viewport_rect.GetWidth();
+ viewport.height = viewport_rect.GetHeight();
+ viewport.depth_range_far = regs.viewports[i].depth_range_far;
+ viewport.depth_range_near = regs.viewports[i].depth_range_near;
+ }
}
void RasterizerOpenGL::SyncClipEnabled() {
@@ -946,13 +1020,6 @@ void RasterizerOpenGL::SyncPrimitiveRestart() {
state.primitive_restart.index = regs.primitive_restart.index;
}
-void RasterizerOpenGL::SyncDepthRange() {
- const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
-
- state.depth.depth_range_near = regs.viewport->depth_range_near;
- state.depth.depth_range_far = regs.viewport->depth_range_far;
-}
-
void RasterizerOpenGL::SyncDepthTestState() {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
@@ -973,9 +1040,6 @@ void RasterizerOpenGL::SyncStencilTestState() {
return;
}
- // TODO(bunnei): Verify behavior when this is not set
- ASSERT(regs.stencil_two_side_enable);
-
state.stencil.front.test_func = MaxwellToGL::ComparisonOp(regs.stencil_front_func_func);
state.stencil.front.test_ref = regs.stencil_front_func_ref;
state.stencil.front.test_mask = regs.stencil_front_func_mask;
@@ -983,42 +1047,95 @@ void RasterizerOpenGL::SyncStencilTestState() {
state.stencil.front.action_depth_fail = MaxwellToGL::StencilOp(regs.stencil_front_op_zfail);
state.stencil.front.action_depth_pass = MaxwellToGL::StencilOp(regs.stencil_front_op_zpass);
state.stencil.front.write_mask = regs.stencil_front_mask;
+ if (regs.stencil_two_side_enable) {
+ state.stencil.back.test_func = MaxwellToGL::ComparisonOp(regs.stencil_back_func_func);
+ state.stencil.back.test_ref = regs.stencil_back_func_ref;
+ state.stencil.back.test_mask = regs.stencil_back_func_mask;
+ state.stencil.back.action_stencil_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_fail);
+ state.stencil.back.action_depth_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_zfail);
+ state.stencil.back.action_depth_pass = MaxwellToGL::StencilOp(regs.stencil_back_op_zpass);
+ state.stencil.back.write_mask = regs.stencil_back_mask;
+ } else {
+ state.stencil.back.test_func = GL_ALWAYS;
+ state.stencil.back.test_ref = 0;
+ state.stencil.back.test_mask = 0xFFFFFFFF;
+ state.stencil.back.write_mask = 0xFFFFFFFF;
+ state.stencil.back.action_stencil_fail = GL_KEEP;
+ state.stencil.back.action_depth_fail = GL_KEEP;
+ state.stencil.back.action_depth_pass = GL_KEEP;
+ }
+}
- state.stencil.back.test_func = MaxwellToGL::ComparisonOp(regs.stencil_back_func_func);
- state.stencil.back.test_ref = regs.stencil_back_func_ref;
- state.stencil.back.test_mask = regs.stencil_back_func_mask;
- state.stencil.back.action_stencil_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_fail);
- state.stencil.back.action_depth_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_zfail);
- state.stencil.back.action_depth_pass = MaxwellToGL::StencilOp(regs.stencil_back_op_zpass);
- state.stencil.back.write_mask = regs.stencil_back_mask;
+void RasterizerOpenGL::SyncColorMask() {
+ const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
+ const std::size_t count =
+ regs.independent_blend_enable ? Tegra::Engines::Maxwell3D::Regs::NumRenderTargets : 1;
+ for (std::size_t i = 0; i < count; i++) {
+ const auto& source = regs.color_mask[regs.color_mask_common ? 0 : i];
+ auto& dest = state.color_mask[i];
+ dest.red_enabled = (source.R == 0) ? GL_FALSE : GL_TRUE;
+ dest.green_enabled = (source.G == 0) ? GL_FALSE : GL_TRUE;
+ dest.blue_enabled = (source.B == 0) ? GL_FALSE : GL_TRUE;
+ dest.alpha_enabled = (source.A == 0) ? GL_FALSE : GL_TRUE;
+ }
}
-void RasterizerOpenGL::SyncBlendState() {
+void RasterizerOpenGL::SyncMultiSampleState() {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
+ state.multisample_control.alpha_to_coverage = regs.multisample_control.alpha_to_coverage != 0;
+ state.multisample_control.alpha_to_one = regs.multisample_control.alpha_to_one != 0;
+}
- // TODO(Subv): Support more than just render target 0.
- state.blend.enabled = regs.blend.enable[0] != 0;
+void RasterizerOpenGL::SyncFragmentColorClampState() {
+ const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
+ state.fragment_color_clamp.enabled = regs.frag_color_clamp != 0;
+}
- if (!state.blend.enabled)
- return;
+void RasterizerOpenGL::SyncBlendState() {
+ const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- ASSERT_MSG(regs.logic_op.enable == 0,
- "Blending and logic op can't be enabled at the same time.");
+ state.blend_color.red = regs.blend_color.r;
+ state.blend_color.green = regs.blend_color.g;
+ state.blend_color.blue = regs.blend_color.b;
+ state.blend_color.alpha = regs.blend_color.a;
+
+ state.independant_blend.enabled = regs.independent_blend_enable;
+ if (!state.independant_blend.enabled) {
+ auto& blend = state.blend[0];
+ const auto& src = regs.blend;
+ blend.enabled = src.enable[0] != 0;
+ if (blend.enabled) {
+ blend.rgb_equation = MaxwellToGL::BlendEquation(src.equation_rgb);
+ blend.src_rgb_func = MaxwellToGL::BlendFunc(src.factor_source_rgb);
+ blend.dst_rgb_func = MaxwellToGL::BlendFunc(src.factor_dest_rgb);
+ blend.a_equation = MaxwellToGL::BlendEquation(src.equation_a);
+ blend.src_a_func = MaxwellToGL::BlendFunc(src.factor_source_a);
+ blend.dst_a_func = MaxwellToGL::BlendFunc(src.factor_dest_a);
+ }
+ for (std::size_t i = 1; i < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets; i++) {
+ state.blend[i].enabled = false;
+ }
+ return;
+ }
- ASSERT_MSG(regs.independent_blend_enable == 1, "Only independent blending is implemented");
- ASSERT_MSG(!regs.independent_blend[0].separate_alpha, "Unimplemented");
- state.blend.rgb_equation = MaxwellToGL::BlendEquation(regs.independent_blend[0].equation_rgb);
- state.blend.src_rgb_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_source_rgb);
- state.blend.dst_rgb_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_dest_rgb);
- state.blend.a_equation = MaxwellToGL::BlendEquation(regs.independent_blend[0].equation_a);
- state.blend.src_a_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_source_a);
- state.blend.dst_a_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_dest_a);
+ for (std::size_t i = 0; i < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets; i++) {
+ auto& blend = state.blend[i];
+ const auto& src = regs.independent_blend[i];
+ blend.enabled = regs.blend.enable[i] != 0;
+ if (!blend.enabled)
+ continue;
+ blend.rgb_equation = MaxwellToGL::BlendEquation(src.equation_rgb);
+ blend.src_rgb_func = MaxwellToGL::BlendFunc(src.factor_source_rgb);
+ blend.dst_rgb_func = MaxwellToGL::BlendFunc(src.factor_dest_rgb);
+ blend.a_equation = MaxwellToGL::BlendEquation(src.equation_a);
+ blend.src_a_func = MaxwellToGL::BlendFunc(src.factor_source_a);
+ blend.dst_a_func = MaxwellToGL::BlendFunc(src.factor_dest_a);
+ }
}
void RasterizerOpenGL::SyncLogicOpState() {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- // TODO(Subv): Support more than just render target 0.
state.logic_op.enabled = regs.logic_op.enable != 0;
if (!state.logic_op.enabled)
@@ -1030,19 +1147,21 @@ void RasterizerOpenGL::SyncLogicOpState() {
state.logic_op.operation = MaxwellToGL::LogicOp(regs.logic_op.operation);
}
-void RasterizerOpenGL::SyncScissorTest() {
+void RasterizerOpenGL::SyncScissorTest(OpenGLState& current_state) {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
-
- state.scissor.enabled = (regs.scissor_test.enable != 0);
- // TODO(Blinkhawk): Figure if the hardware supports scissor testing per viewport and how it's
- // implemented.
- if (regs.scissor_test.enable != 0) {
- const u32 width = regs.scissor_test.max_x - regs.scissor_test.min_x;
- const u32 height = regs.scissor_test.max_y - regs.scissor_test.min_y;
- state.scissor.x = regs.scissor_test.min_x;
- state.scissor.y = regs.scissor_test.min_y;
- state.scissor.width = width;
- state.scissor.height = height;
+ for (std::size_t i = 0; i < Tegra::Engines::Maxwell3D::Regs::NumViewports; i++) {
+ const auto& src = regs.scissor_test[i];
+ auto& dst = current_state.viewports[i].scissor;
+ dst.enabled = (src.enable != 0);
+ if (dst.enabled == 0) {
+ return;
+ }
+ const u32 width = src.max_x - src.min_x;
+ const u32 height = src.max_y - src.min_y;
+ dst.x = src.min_x;
+ dst.y = src.min_y;
+ dst.width = width;
+ dst.height = height;
}
}
@@ -1057,20 +1176,15 @@ void RasterizerOpenGL::SyncTransformFeedback() {
void RasterizerOpenGL::SyncPointState() {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
-
- // TODO(Rodrigo): Most games do not set a point size. I think this is a case of a
- // register carrying a default value. For now, if the point size is zero, assume it's
- // OpenGL's default (1).
- state.point.size = regs.point_size == 0 ? 1 : regs.point_size;
+ state.point.size = regs.point_size;
}
void RasterizerOpenGL::CheckAlphaTests() {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
if (regs.alpha_test_enabled != 0 && regs.rt_control.count > 1) {
- LOG_CRITICAL(
- Render_OpenGL,
- "Alpha Testing is enabled with Multiple Render Targets, this behavior is undefined.");
+ LOG_CRITICAL(Render_OpenGL, "Alpha Testing is enabled with Multiple Render Targets, "
+ "this behavior is undefined.");
UNREACHABLE();
}
}