mirror of
https://git.suyu.dev/suyu/suyu.git
synced 2024-11-27 09:12:46 +01:00
gl_rasterizer: Workaround invalid zeta clears
Some games (like Xenoblade Chronicles 2) clear both depth and stencil buffers while there's a depth-only texture attached (e.g. D16 Unorm). This commit reads the zeta format of the bound surface on ConfigureFramebuffers and returns if depth and/or stencil attachments were set. This is ignored on DrawArrays but on Clear it's used to just clear those attachments, bypassing an OpenGL error.
This commit is contained in:
parent
2561a79c39
commit
07692230ca
2 changed files with 19 additions and 14 deletions
|
@ -486,8 +486,8 @@ void RasterizerOpenGL::UpdatePagesCachedCount(VAddr addr, u64 size, int delta) {
|
|||
cached_pages.add({pages_interval, delta});
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::ConfigureFramebuffers(OpenGLState& current_state, bool using_color_fb,
|
||||
bool using_depth_fb, bool preserve_contents,
|
||||
std::pair<bool, bool> 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& gpu = Core::System::GetInstance().GPU().Maxwell3D();
|
||||
|
@ -500,7 +500,7 @@ void RasterizerOpenGL::ConfigureFramebuffers(OpenGLState& current_state, bool us
|
|||
// Only skip if the previous ConfigureFramebuffers call was from the same kind (multiple or
|
||||
// single color targets). This is done because the guest registers may not change but the
|
||||
// host framebuffer may contain different attachments
|
||||
return;
|
||||
return current_depth_stencil_usage;
|
||||
}
|
||||
current_framebuffer_config_state = fb_config_state;
|
||||
|
||||
|
@ -570,12 +570,14 @@ void RasterizerOpenGL::ConfigureFramebuffers(OpenGLState& current_state, bool us
|
|||
depth_surface->MarkAsModified(true, res_cache);
|
||||
|
||||
fbkey.zeta = depth_surface->Texture().handle;
|
||||
fbkey.stencil_enable = regs.stencil_enable;
|
||||
fbkey.stencil_enable = regs.stencil_enable &&
|
||||
depth_surface->GetSurfaceParams().type == SurfaceType::DepthStencil;
|
||||
}
|
||||
|
||||
SetupCachedFramebuffer(fbkey, current_state);
|
||||
|
||||
SyncViewport(current_state);
|
||||
|
||||
return current_depth_stencil_usage = {static_cast<bool>(depth_surface), fbkey.stencil_enable};
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::Clear() {
|
||||
|
@ -643,8 +645,8 @@ void RasterizerOpenGL::Clear() {
|
|||
return;
|
||||
}
|
||||
|
||||
ConfigureFramebuffers(clear_state, use_color, use_depth || use_stencil, false,
|
||||
regs.clear_buffers.RT.Value());
|
||||
const auto [clear_depth, clear_stencil] = ConfigureFramebuffers(
|
||||
clear_state, use_color, use_depth || use_stencil, false, regs.clear_buffers.RT.Value());
|
||||
if (regs.clear_flags.scissor) {
|
||||
SyncScissorTest(clear_state);
|
||||
}
|
||||
|
@ -659,11 +661,11 @@ void RasterizerOpenGL::Clear() {
|
|||
glClearBufferfv(GL_COLOR, regs.clear_buffers.RT, regs.clear_color);
|
||||
}
|
||||
|
||||
if (use_depth && use_stencil) {
|
||||
if (clear_depth && clear_stencil) {
|
||||
glClearBufferfi(GL_DEPTH_STENCIL, 0, regs.clear_depth, regs.clear_stencil);
|
||||
} else if (use_depth) {
|
||||
} else if (clear_depth) {
|
||||
glClearBufferfv(GL_DEPTH, 0, ®s.clear_depth);
|
||||
} else if (use_stencil) {
|
||||
} else if (clear_stencil) {
|
||||
glClearBufferiv(GL_STENCIL, 0, ®s.clear_stencil);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -122,10 +122,12 @@ private:
|
|||
* @param using_depth_fb If true, configure the depth/stencil framebuffer.
|
||||
* @param preserve_contents If true, tries to preserve data from a previously used framebuffer.
|
||||
* @param single_color_target Specifies if a single color buffer target should be used.
|
||||
* @returns If depth (first) or stencil (second) are being stored in the bound zeta texture
|
||||
* (requires using_depth_fb to be true)
|
||||
*/
|
||||
void ConfigureFramebuffers(OpenGLState& current_state, bool use_color_fb = true,
|
||||
bool using_depth_fb = true, bool preserve_contents = true,
|
||||
std::optional<std::size_t> single_color_target = {});
|
||||
std::pair<bool, bool> ConfigureFramebuffers(
|
||||
OpenGLState& current_state, bool use_color_fb = true, bool using_depth_fb = true,
|
||||
bool preserve_contents = true, std::optional<std::size_t> single_color_target = {});
|
||||
|
||||
/**
|
||||
* Configures the current constbuffers to use for the draw command.
|
||||
|
@ -221,6 +223,7 @@ private:
|
|||
|
||||
std::map<FramebufferCacheKey, OGLFramebuffer> framebuffer_cache;
|
||||
FramebufferConfigState current_framebuffer_config_state;
|
||||
std::pair<bool, bool> current_depth_stencil_usage{};
|
||||
|
||||
std::array<SamplerInfo, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> texture_samplers;
|
||||
|
||||
|
|
Loading…
Reference in a new issue