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OpenGL: Take cached viewport sub-rect into account for scissor

Fixes #1938
This commit is contained in:
Yuri Kunde Schlesner 2016-09-16 00:25:28 -07:00
parent 0c8df1046f
commit 01667d9a35
3 changed files with 25 additions and 29 deletions

View file

@ -211,6 +211,27 @@ void RasterizerOpenGL::DrawTriangles() {
uniform_block_data.dirty = true;
}
// Scissor checks are window-, not viewport-relative, which means that if the cached texture
// sub-rect changes, the scissor bounds also need to be updated.
GLint scissor_x1 = rect.left + regs.scissor_test.x1 * color_surface->res_scale_width;
GLint scissor_y1 = rect.bottom + regs.scissor_test.y1 * color_surface->res_scale_height;
// x2, y2 have +1 added to cover the entire pixel area, otherwise you might get cracks when
// scaling or doing multisampling.
GLint scissor_x2 = rect.left + (regs.scissor_test.x2 + 1) * color_surface->res_scale_width;
GLint scissor_y2 = rect.bottom + (regs.scissor_test.y2 + 1) * color_surface->res_scale_height;
if (uniform_block_data.data.scissor_x1 != scissor_x1 ||
uniform_block_data.data.scissor_x2 != scissor_x2 ||
uniform_block_data.data.scissor_y1 != scissor_y1 ||
uniform_block_data.data.scissor_y2 != scissor_y2) {
uniform_block_data.data.scissor_x1 = scissor_x1;
uniform_block_data.data.scissor_x2 = scissor_x2;
uniform_block_data.data.scissor_y1 = scissor_y1;
uniform_block_data.data.scissor_y2 = scissor_y2;
uniform_block_data.dirty = true;
}
// Sync and bind the texture surfaces
const auto pica_textures = regs.GetTextures();
for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) {
@ -374,10 +395,6 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
case PICA_REG_INDEX(scissor_test.mode):
shader_dirty = true;
break;
case PICA_REG_INDEX(scissor_test.x1): // and y1
case PICA_REG_INDEX(scissor_test.x2): // and y2
SyncScissorTest();
break;
// Logic op
case PICA_REG_INDEX(output_merger.logic_op):
@ -1061,7 +1078,6 @@ void RasterizerOpenGL::SetShader() {
SyncDepthOffset();
SyncAlphaTest();
SyncCombinerColor();
SyncScissorTest();
auto& tev_stages = Pica::g_state.regs.GetTevStages();
for (int index = 0; index < tev_stages.size(); ++index)
SyncTevConstColor(index, tev_stages[index]);
@ -1236,22 +1252,6 @@ void RasterizerOpenGL::SyncDepthTest() {
: GL_ALWAYS;
}
void RasterizerOpenGL::SyncScissorTest() {
const auto& regs = Pica::g_state.regs;
if (uniform_block_data.data.scissor_x1 != regs.scissor_test.x1 ||
uniform_block_data.data.scissor_y1 != regs.scissor_test.y1 ||
uniform_block_data.data.scissor_x2 != regs.scissor_test.x2 ||
uniform_block_data.data.scissor_y2 != regs.scissor_test.y2) {
uniform_block_data.data.scissor_x1 = regs.scissor_test.x1;
uniform_block_data.data.scissor_y1 = regs.scissor_test.y1;
uniform_block_data.data.scissor_x2 = regs.scissor_test.x2;
uniform_block_data.data.scissor_y2 = regs.scissor_test.y2;
uniform_block_data.dirty = true;
}
}
void RasterizerOpenGL::SyncCombinerColor() {
auto combiner_color = PicaToGL::ColorRGBA8(Pica::g_state.regs.tev_combiner_buffer_color.raw);
if (combiner_color != uniform_block_data.data.tev_combiner_buffer_color) {

View file

@ -393,9 +393,6 @@ private:
/// Syncs the depth test states to match the PICA register
void SyncDepthTest();
/// Syncs the scissor test state to match the PICA register
void SyncScissorTest();
/// Syncs the TEV combiner color buffer to match the PICA register
void SyncCombinerColor();

View file

@ -645,11 +645,10 @@ vec4 secondary_fragment_color = vec4(0.0);
// Negate the condition if we have to keep only the pixels outside the scissor box
if (state.scissor_test_mode == Regs::ScissorMode::Include)
out += "!";
// x2,y2 have +1 added to cover the entire pixel area
out += "(gl_FragCoord.x >= scissor_x1 * framebuffer_scale.x && "
"gl_FragCoord.y >= scissor_y1 * framebuffer_scale.y && "
"gl_FragCoord.x < (scissor_x2 + 1) * framebuffer_scale.x && "
"gl_FragCoord.y < (scissor_y2 + 1) * framebuffer_scale.y)) discard;\n";
out += "(gl_FragCoord.x >= scissor_x1 && "
"gl_FragCoord.y >= scissor_y1 && "
"gl_FragCoord.x < scissor_x2 && "
"gl_FragCoord.y < scissor_y2)) discard;\n";
}
out += "float z_over_w = 1.0 - gl_FragCoord.z * 2.0;\n";