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Merge pull request #3211 from FernandoS27/depth-mode

Maxwell3D: Implement Depth Mode.
This commit is contained in:
Rodrigo Locatti 2019-12-10 21:20:52 -03:00 committed by GitHub
commit c8db7d1399
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 15 additions and 8 deletions

View file

@ -310,6 +310,11 @@ public:
}
};
enum class DepthMode : u32 {
MinusOneToOne = 0,
ZeroToOne = 1,
};
enum class PrimitiveTopology : u32 {
Points = 0x0,
Lines = 0x1,
@ -491,11 +496,6 @@ public:
INSERT_UNION_PADDING_WORDS(1);
};
enum class DepthMode : u32 {
MinusOneToOne = 0,
ZeroToOne = 1,
};
enum class TessellationPrimitive : u32 {
Isolines = 0,
Triangles = 1,
@ -676,7 +676,7 @@ public:
u32 count;
} vertex_buffer;
INSERT_UNION_PADDING_WORDS(1);
DepthMode depth_mode;
float clear_color[4];
float clear_depth;
@ -1425,6 +1425,7 @@ ASSERT_REG_POSITION(rt, 0x200);
ASSERT_REG_POSITION(viewport_transform, 0x280);
ASSERT_REG_POSITION(viewports, 0x300);
ASSERT_REG_POSITION(vertex_buffer, 0x35D);
ASSERT_REG_POSITION(depth_mode, 0x35F);
ASSERT_REG_POSITION(clear_color[0], 0x360);
ASSERT_REG_POSITION(clear_depth, 0x364);
ASSERT_REG_POSITION(clear_stencil, 0x368);

View file

@ -1028,6 +1028,10 @@ void RasterizerOpenGL::SyncViewport(OpenGLState& current_state) {
flip_y = !flip_y;
}
state.clip_control.origin = flip_y ? GL_UPPER_LEFT : GL_LOWER_LEFT;
state.clip_control.depth_mode =
regs.depth_mode == Tegra::Engines::Maxwell3D::Regs::DepthMode::ZeroToOne
? GL_ZERO_TO_ONE
: GL_NEGATIVE_ONE_TO_ONE;
}
void RasterizerOpenGL::SyncClipEnabled(

View file

@ -411,8 +411,9 @@ void OpenGLState::ApplyAlphaTest() {
}
void OpenGLState::ApplyClipControl() {
if (UpdateValue(cur_state.clip_control.origin, clip_control.origin)) {
glClipControl(clip_control.origin, GL_NEGATIVE_ONE_TO_ONE);
if (UpdateTie(std::tie(cur_state.clip_control.origin, cur_state.clip_control.depth_mode),
std::tie(clip_control.origin, clip_control.depth_mode))) {
glClipControl(clip_control.origin, clip_control.depth_mode);
}
}

View file

@ -150,6 +150,7 @@ public:
struct {
GLenum origin = GL_LOWER_LEFT;
GLenum depth_mode = GL_NEGATIVE_ONE_TO_ONE;
} clip_control;
OpenGLState();