mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-08-20 07:38:42 +02:00
Fix render target clear when sizes mismatch (#2994)
This commit is contained in:
parent
ef24c8983d
commit
6e0799580f
9 changed files with 181 additions and 25 deletions
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@ -1,4 +1,3 @@
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using Ryujinx.Graphics.Shader;
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using System;
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using System;
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namespace Ryujinx.Graphics.GAL
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namespace Ryujinx.Graphics.GAL
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@ -15,9 +14,9 @@ namespace Ryujinx.Graphics.GAL
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void ClearRenderTargetDepthStencil(
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void ClearRenderTargetDepthStencil(
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float depthValue,
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float depthValue,
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bool depthMask,
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bool depthMask,
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int stencilValue,
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int stencilValue,
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int stencilMask);
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int stencilMask);
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void CommandBufferBarrier();
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void CommandBufferBarrier();
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@ -2,16 +2,16 @@ namespace Ryujinx.Graphics.GAL
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{
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{
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public struct RectangleF
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public struct RectangleF
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{
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{
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public float X { get; }
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public float X { get; }
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public float Y { get; }
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public float Y { get; }
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public float Width { get; }
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public float Width { get; }
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public float Height { get; }
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public float Height { get; }
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public RectangleF(float x, float y, float width, float height)
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public RectangleF(float x, float y, float width, float height)
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{
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{
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X = x;
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X = x;
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Y = y;
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Y = y;
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Width = width;
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Width = width;
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Height = height;
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Height = height;
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}
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}
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}
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}
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@ -1,5 +1,6 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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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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using System.Text;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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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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return;
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}
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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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int index = (argument >> 6) & 0xf;
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engine.UpdateRenderTargetState(useControl: false, singleUse: index);
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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 clearDepth = (argument & 1) != 0;
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bool clearStencil = (argument & 2) != 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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if (clearStencil)
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{
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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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}
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_context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
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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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stencilMask);
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}
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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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engine.UpdateRenderTargetState(useControl: true);
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if (renderEnable == ConditionalRenderEnabled.Host)
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if (renderEnable == ConditionalRenderEnabled.Host)
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@ -339,6 +339,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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var scissor = _state.State.ScreenScissorState;
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var scissor = _state.State.ScreenScissorState;
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Size sizeHint = new Size(scissor.X + scissor.Width, scissor.Y + scissor.Height, 1);
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Size sizeHint = new Size(scissor.X + scissor.Width, scissor.Y + scissor.Height, 1);
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int clipRegionWidth = int.MaxValue;
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int clipRegionHeight = int.MaxValue;
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bool changedScale = false;
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bool changedScale = false;
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for (int index = 0; index < Constants.TotalRenderTargets; index++)
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for (int index = 0; index < Constants.TotalRenderTargets; index++)
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@ -363,6 +366,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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sizeHint);
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sizeHint);
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changedScale |= _channel.TextureManager.SetRenderTargetColor(index, color);
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changedScale |= _channel.TextureManager.SetRenderTargetColor(index, color);
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if (color != null)
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{
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if (clipRegionWidth > color.Width)
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{
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clipRegionWidth = color.Width;
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}
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if (clipRegionHeight > color.Height)
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{
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clipRegionHeight = color.Height;
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}
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}
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}
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}
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bool dsEnable = _state.State.RtDepthStencilEnable;
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bool dsEnable = _state.State.RtDepthStencilEnable;
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@ -381,6 +397,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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samplesInX,
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samplesInX,
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samplesInY,
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samplesInY,
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sizeHint);
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sizeHint);
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if (depthStencil != null)
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{
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if (clipRegionWidth > depthStencil.Width)
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{
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clipRegionWidth = depthStencil.Width;
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}
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if (clipRegionHeight > depthStencil.Height)
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{
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clipRegionHeight = depthStencil.Height;
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}
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}
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}
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}
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changedScale |= _channel.TextureManager.SetRenderTargetDepthStencil(depthStencil);
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changedScale |= _channel.TextureManager.SetRenderTargetDepthStencil(depthStencil);
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@ -398,6 +427,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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UpdateScissorState();
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UpdateScissorState();
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}
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}
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}
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}
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_channel.TextureManager.SetClipRegion(clipRegionWidth, clipRegionHeight);
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}
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}
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/// <summary>
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/// <summary>
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/// <summary>
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/// <summary>
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/// Updates host scissor test state based on current GPU state.
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/// Updates host scissor test state based on current GPU state.
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/// </summary>
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/// </summary>
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private void UpdateScissorState()
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public void UpdateScissorState()
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{
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{
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for (int index = 0; index < Constants.TotalViewports; index++)
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for (int index = 0; index < Constants.TotalViewports; index++)
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{
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{
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@ -137,6 +137,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_stateUpdater.UpdateRenderTargetState(useControl, singleUse);
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_stateUpdater.UpdateRenderTargetState(useControl, singleUse);
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}
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}
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/// <summary>
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/// Updates scissor based on current render target state.
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/// </summary>
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public void UpdateScissorState()
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{
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_stateUpdater.UpdateScissorState();
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}
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/// <summary>
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/// <summary>
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/// Marks the entire state as dirty, forcing a full host state update before the next draw.
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/// Marks the entire state as dirty, forcing a full host state update before the next draw.
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/// </summary>
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/// </summary>
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@ -754,7 +754,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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public int DrawTextureTextureId;
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public int DrawTextureTextureId;
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public int DrawTextureSrcX;
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public int DrawTextureSrcX;
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public int DrawTextureSrcY;
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public int DrawTextureSrcY;
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public fixed uint Reserved10B0[44];
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public fixed uint Reserved10B0[18];
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public uint ClearFlags;
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public fixed uint Reserved10FC[25];
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public Array16<VertexAttribState> VertexAttribState;
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public Array16<VertexAttribState> VertexAttribState;
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public fixed uint Reserved11A0[31];
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public fixed uint Reserved11A0[31];
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public RtControl RtControl;
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public RtControl RtControl;
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/// </summary>
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/// </summary>
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public Target Target { get; private set; }
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public Target Target { get; private set; }
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/// <summary>
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/// Texture width.
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/// </summary>
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public int Width { get; private set; }
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/// <summary>
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/// Texture height.
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/// </summary>
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public int Height { get; private set; }
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/// <summary>
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/// <summary>
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/// Texture information.
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/// Texture information.
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/// </summary>
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/// </summary>
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@ -1322,6 +1332,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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{
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Info = info;
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Info = info;
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Target = info.Target;
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Target = info.Target;
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Width = info.Width;
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Height = info.Height;
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CanForceAnisotropy = CanTextureForceAnisotropy();
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CanForceAnisotropy = CanTextureForceAnisotropy();
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_depth = info.GetDepth();
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_depth = info.GetDepth();
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@ -19,6 +19,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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private Texture _rtDepthStencil;
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private Texture _rtDepthStencil;
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private ITexture _rtHostDs;
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private ITexture _rtHostDs;
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public int ClipRegionWidth { get; private set; }
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public int ClipRegionHeight { get; private set; }
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/// <summary>
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/// <summary>
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/// The scaling factor applied to all currently bound render targets.
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/// The scaling factor applied to all currently bound render targets.
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/// </summary>
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/// </summary>
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@ -210,6 +213,17 @@ namespace Ryujinx.Graphics.Gpu.Image
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return changesScale || ScaleNeedsUpdated(depthStencil);
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return changesScale || ScaleNeedsUpdated(depthStencil);
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}
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}
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/// <summary>
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/// Sets the host clip region, which should be the intersection of all render target texture sizes.
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/// </summary>
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/// <param name="width">Width of the clip region, defined as the minimum width across all bound textures</param>
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/// <param name="height">Height of the clip region, defined as the minimum height across all bound textures</param>
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public void SetClipRegion(int width, int height)
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{
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ClipRegionWidth = width;
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ClipRegionHeight = height;
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}
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/// <summary>
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/// <summary>
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/// Gets the first available bound colour target, or the depth stencil target if not present.
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/// Gets the first available bound colour target, or the depth stencil target if not present.
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/// </summary>
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/// </summary>
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@ -409,6 +423,35 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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}
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}
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}
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/// <summary>
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/// Update host framebuffer attachments based on currently bound render target buffers.
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/// </summary>
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/// <remarks>
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/// All attachments other than <paramref name="index"/> will be unbound.
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/// </remarks>
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/// <param name="index">Index of the render target color to be updated</param>
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public void UpdateRenderTarget(int index)
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{
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new Span<ITexture>(_rtHostColors).Fill(null);
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_rtHostColors[index] = _rtColors[index]?.HostTexture;
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_context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, null);
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}
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/// <summary>
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/// Update host framebuffer attachments based on currently bound render target buffers.
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/// </summary>
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/// <remarks>
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/// All color attachments will be unbound.
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/// </remarks>
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public void UpdateRenderTargetDepthStencil()
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{
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new Span<ITexture>(_rtHostColors).Fill(null);
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_rtHostDs = _rtDepthStencil?.HostTexture;
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_context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, _rtHostDs);
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}
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/// <summary>
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/// <summary>
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/// Forces all textures, samplers, images and render targets to be rebound the next time
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/// Forces all textures, samplers, images and render targets to be rebound the next time
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/// CommitGraphicsBindings is called.
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/// CommitGraphicsBindings is called.
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@ -6,7 +6,6 @@ using Ryujinx.Graphics.OpenGL.Queries;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader;
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using System;
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.OpenGL
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namespace Ryujinx.Graphics.OpenGL
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{
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{
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@ -1058,14 +1057,17 @@ namespace Ryujinx.Graphics.OpenGL
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_framebuffer.AttachColor(index, color);
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_framebuffer.AttachColor(index, color);
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int isBgra = color != null && color.Format.IsBgr() ? 1 : 0;
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if (color != null)
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if (_fpIsBgra[index].X != isBgra)
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{
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{
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_fpIsBgra[index].X = isBgra;
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int isBgra = color.Format.IsBgr() ? 1 : 0;
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isBgraChanged = true;
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RestoreComponentMask(index);
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if (_fpIsBgra[index].X != isBgra)
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{
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_fpIsBgra[index].X = isBgra;
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isBgraChanged = true;
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RestoreComponentMask(index);
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}
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}
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}
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}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue