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Merge pull request #1153 from bunnei/stencil-clear

gl_rasterizer: Implement partial color clear, stencil clear, and stencil test.
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bunnei 2018-08-23 12:04:08 -04:00 committed by GitHub
commit 3ed0115e36
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GPG key ID: 4AEE18F83AFDEB23
6 changed files with 188 additions and 69 deletions

View file

@ -330,6 +330,17 @@ public:
Set = 0x150F, Set = 0x150F,
}; };
enum class StencilOp : u32 {
Keep = 1,
Zero = 2,
Replace = 3,
Incr = 4,
Decr = 5,
Invert = 6,
IncrWrap = 7,
DecrWrap = 8,
};
struct Cull { struct Cull {
enum class FrontFace : u32 { enum class FrontFace : u32 {
ClockWise = 0x0900, ClockWise = 0x0900,
@ -508,8 +519,16 @@ public:
float clear_color[4]; float clear_color[4];
float clear_depth; float clear_depth;
INSERT_PADDING_WORDS(0x3);
s32 clear_stencil;
INSERT_PADDING_WORDS(0x93); INSERT_PADDING_WORDS(0x6C);
s32 stencil_back_func_ref;
u32 stencil_back_mask;
u32 stencil_back_func_mask;
INSERT_PADDING_WORDS(0x20);
struct { struct {
u32 address_high; u32 address_high;
@ -573,16 +592,14 @@ public:
u32 enable[NumRenderTargets]; u32 enable[NumRenderTargets];
} blend; } blend;
struct { u32 stencil_enable;
u32 enable; StencilOp stencil_front_op_fail;
u32 front_op_fail; StencilOp stencil_front_op_zfail;
u32 front_op_zfail; StencilOp stencil_front_op_zpass;
u32 front_op_zpass; ComparisonOp stencil_front_func_func;
u32 front_func_func; s32 stencil_front_func_ref;
u32 front_func_ref; u32 stencil_front_func_mask;
u32 front_func_mask; u32 stencil_front_mask;
u32 front_mask;
} stencil;
INSERT_PADDING_WORDS(0x3); INSERT_PADDING_WORDS(0x3);
@ -626,13 +643,11 @@ public:
INSERT_PADDING_WORDS(0x5); INSERT_PADDING_WORDS(0x5);
struct { u32 stencil_two_side_enable;
u32 enable; StencilOp stencil_back_op_fail;
u32 back_op_fail; StencilOp stencil_back_op_zfail;
u32 back_op_zfail; StencilOp stencil_back_op_zpass;
u32 back_op_zpass; ComparisonOp stencil_back_func_func;
u32 back_func_func;
} stencil_two_side;
INSERT_PADDING_WORDS(0x17); INSERT_PADDING_WORDS(0x17);
@ -944,6 +959,10 @@ ASSERT_REG_POSITION(viewport, 0x300);
ASSERT_REG_POSITION(vertex_buffer, 0x35D); ASSERT_REG_POSITION(vertex_buffer, 0x35D);
ASSERT_REG_POSITION(clear_color[0], 0x360); ASSERT_REG_POSITION(clear_color[0], 0x360);
ASSERT_REG_POSITION(clear_depth, 0x364); ASSERT_REG_POSITION(clear_depth, 0x364);
ASSERT_REG_POSITION(clear_stencil, 0x368);
ASSERT_REG_POSITION(stencil_back_func_ref, 0x3D5);
ASSERT_REG_POSITION(stencil_back_mask, 0x3D6);
ASSERT_REG_POSITION(stencil_back_func_mask, 0x3D7);
ASSERT_REG_POSITION(zeta, 0x3F8); ASSERT_REG_POSITION(zeta, 0x3F8);
ASSERT_REG_POSITION(vertex_attrib_format[0], 0x458); ASSERT_REG_POSITION(vertex_attrib_format[0], 0x458);
ASSERT_REG_POSITION(rt_control, 0x487); ASSERT_REG_POSITION(rt_control, 0x487);
@ -955,13 +974,24 @@ ASSERT_REG_POSITION(depth_write_enabled, 0x4BA);
ASSERT_REG_POSITION(d3d_cull_mode, 0x4C2); ASSERT_REG_POSITION(d3d_cull_mode, 0x4C2);
ASSERT_REG_POSITION(depth_test_func, 0x4C3); ASSERT_REG_POSITION(depth_test_func, 0x4C3);
ASSERT_REG_POSITION(blend, 0x4CF); ASSERT_REG_POSITION(blend, 0x4CF);
ASSERT_REG_POSITION(stencil, 0x4E0); ASSERT_REG_POSITION(stencil_enable, 0x4E0);
ASSERT_REG_POSITION(stencil_front_op_fail, 0x4E1);
ASSERT_REG_POSITION(stencil_front_op_zfail, 0x4E2);
ASSERT_REG_POSITION(stencil_front_op_zpass, 0x4E3);
ASSERT_REG_POSITION(stencil_front_func_func, 0x4E4);
ASSERT_REG_POSITION(stencil_front_func_ref, 0x4E5);
ASSERT_REG_POSITION(stencil_front_func_mask, 0x4E6);
ASSERT_REG_POSITION(stencil_front_mask, 0x4E7);
ASSERT_REG_POSITION(screen_y_control, 0x4EB); ASSERT_REG_POSITION(screen_y_control, 0x4EB);
ASSERT_REG_POSITION(vb_element_base, 0x50D); ASSERT_REG_POSITION(vb_element_base, 0x50D);
ASSERT_REG_POSITION(zeta_enable, 0x54E); ASSERT_REG_POSITION(zeta_enable, 0x54E);
ASSERT_REG_POSITION(tsc, 0x557); ASSERT_REG_POSITION(tsc, 0x557);
ASSERT_REG_POSITION(tic, 0x55D); ASSERT_REG_POSITION(tic, 0x55D);
ASSERT_REG_POSITION(stencil_two_side, 0x565); ASSERT_REG_POSITION(stencil_two_side_enable, 0x565);
ASSERT_REG_POSITION(stencil_back_op_fail, 0x566);
ASSERT_REG_POSITION(stencil_back_op_zfail, 0x567);
ASSERT_REG_POSITION(stencil_back_op_zpass, 0x568);
ASSERT_REG_POSITION(stencil_back_func_func, 0x569);
ASSERT_REG_POSITION(point_coord_replace, 0x581); ASSERT_REG_POSITION(point_coord_replace, 0x581);
ASSERT_REG_POSITION(code_address, 0x582); ASSERT_REG_POSITION(code_address, 0x582);
ASSERT_REG_POSITION(draw, 0x585); ASSERT_REG_POSITION(draw, 0x585);

View file

@ -14,6 +14,7 @@
#include "common/logging/log.h" #include "common/logging/log.h"
#include "common/math_util.h" #include "common/math_util.h"
#include "common/microprofile.h" #include "common/microprofile.h"
#include "common/scope_exit.h"
#include "core/core.h" #include "core/core.h"
#include "core/frontend/emu_window.h" #include "core/frontend/emu_window.h"
#include "core/hle/kernel/process.h" #include "core/hle/kernel/process.h"
@ -315,16 +316,14 @@ std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_c
using_color_fb = false; using_color_fb = false;
} }
// TODO(bunnei): Implement this const bool has_stencil = regs.stencil_enable;
const bool has_stencil = false;
const bool write_color_fb = const bool write_color_fb =
state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE || state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE; state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
const bool write_depth_fb = const bool write_depth_fb =
(state.depth.test_enabled && state.depth.write_mask == GL_TRUE) || (state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
(has_stencil && state.stencil.test_enabled && state.stencil.write_mask != 0); (has_stencil && (state.stencil.front.write_mask || state.stencil.back.write_mask));
Surface color_surface; Surface color_surface;
Surface depth_surface; Surface depth_surface;
@ -364,41 +363,70 @@ std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_c
} }
void RasterizerOpenGL::Clear() { void RasterizerOpenGL::Clear() {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; const auto prev_state{state};
SCOPE_EXIT({ prev_state.Apply(); });
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
bool use_color_fb = false; bool use_color_fb = false;
bool use_depth_fb = false; bool use_depth_fb = false;
GLbitfield clear_mask = 0; OpenGLState clear_state;
if (regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B && clear_state.draw.draw_framebuffer = state.draw.draw_framebuffer;
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;
GLbitfield clear_mask{};
if (regs.clear_buffers.R || regs.clear_buffers.G || regs.clear_buffers.B ||
regs.clear_buffers.A) { regs.clear_buffers.A) {
clear_mask |= GL_COLOR_BUFFER_BIT; if (regs.clear_buffers.RT == 0) {
use_color_fb = true; // We only support clearing the first color attachment for now
clear_mask |= GL_COLOR_BUFFER_BIT;
use_color_fb = true;
} else {
// TODO(subv): Add support for the other color attachments
LOG_CRITICAL(HW_GPU, "Clear unimplemented for RT {}", regs.clear_buffers.RT);
}
} }
if (regs.clear_buffers.Z) { if (regs.clear_buffers.Z) {
ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear Z but buffer is not enabled!");
use_depth_fb = true;
clear_mask |= GL_DEPTH_BUFFER_BIT; clear_mask |= GL_DEPTH_BUFFER_BIT;
use_depth_fb = regs.zeta_enable != 0;
// Always enable the depth write when clearing the depth buffer. The depth write mask is // 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.
state.depth.test_enabled = true; clear_state.depth.test_enabled = true;
state.depth.write_mask = GL_TRUE; clear_state.depth.test_func = GL_ALWAYS;
state.depth.test_func = GL_ALWAYS; }
state.Apply(); if (regs.clear_buffers.S) {
ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!");
use_depth_fb = true;
clear_mask |= GL_STENCIL_BUFFER_BIT;
clear_state.stencil.test_enabled = true;
} }
if (clear_mask == 0) if (!use_color_fb && !use_depth_fb) {
// No color surface nor depth/stencil surface are enabled
return; return;
}
if (clear_mask == 0) {
// No clear mask is enabled
return;
}
ScopeAcquireGLContext acquire_context{emu_window}; ScopeAcquireGLContext acquire_context{emu_window};
auto [dirty_color_surface, dirty_depth_surface] = auto [dirty_color_surface, dirty_depth_surface] =
ConfigureFramebuffers(use_color_fb, use_depth_fb, false); ConfigureFramebuffers(use_color_fb, use_depth_fb, false);
// TODO(Subv): Support clearing only partial colors. clear_state.Apply();
glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2], glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2],
regs.clear_color[3]); regs.clear_color[3]);
glClearDepth(regs.clear_depth); glClearDepth(regs.clear_depth);
glClearStencil(regs.clear_stencil);
glClear(clear_mask); glClear(clear_mask);
@ -451,6 +479,7 @@ void RasterizerOpenGL::DrawArrays() {
ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0, true); ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0, true);
SyncDepthTestState(); SyncDepthTestState();
SyncStencilTestState();
SyncBlendState(); SyncBlendState();
SyncLogicOpState(); SyncLogicOpState();
SyncCullMode(); SyncCullMode();
@ -841,6 +870,34 @@ void RasterizerOpenGL::SyncDepthTestState() {
state.depth.test_func = MaxwellToGL::ComparisonOp(regs.depth_test_func); state.depth.test_func = MaxwellToGL::ComparisonOp(regs.depth_test_func);
} }
void RasterizerOpenGL::SyncStencilTestState() {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
state.stencil.test_enabled = regs.stencil_enable != 0;
if (!regs.stencil_enable) {
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;
state.stencil.front.action_stencil_fail = MaxwellToGL::StencilOp(regs.stencil_front_op_fail);
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;
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::SyncBlendState() { void RasterizerOpenGL::SyncBlendState() {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;

View file

@ -141,6 +141,9 @@ private:
/// Syncs the depth test state to match the guest state /// Syncs the depth test state to match the guest state
void SyncDepthTestState(); void SyncDepthTestState();
/// Syncs the stencil test state to match the guest state
void SyncStencilTestState();
/// Syncs the blend state to match the guest state /// Syncs the blend state to match the guest state
void SyncBlendState(); void SyncBlendState();

View file

@ -27,13 +27,17 @@ OpenGLState::OpenGLState() {
color_mask.alpha_enabled = GL_TRUE; color_mask.alpha_enabled = GL_TRUE;
stencil.test_enabled = false; stencil.test_enabled = false;
stencil.test_func = GL_ALWAYS; auto reset_stencil = [](auto& config) {
stencil.test_ref = 0; config.test_func = GL_ALWAYS;
stencil.test_mask = 0xFF; config.test_ref = 0;
stencil.write_mask = 0xFF; config.test_mask = 0xFFFFFFFF;
stencil.action_depth_fail = GL_KEEP; config.write_mask = 0xFFFFFFFF;
stencil.action_depth_pass = GL_KEEP; config.action_depth_fail = GL_KEEP;
stencil.action_stencil_fail = GL_KEEP; config.action_depth_pass = GL_KEEP;
config.action_stencil_fail = GL_KEEP;
};
reset_stencil(stencil.front);
reset_stencil(stencil.back);
blend.enabled = true; blend.enabled = true;
blend.rgb_equation = GL_FUNC_ADD; blend.rgb_equation = GL_FUNC_ADD;
@ -129,24 +133,23 @@ void OpenGLState::Apply() const {
glDisable(GL_STENCIL_TEST); glDisable(GL_STENCIL_TEST);
} }
} }
auto config_stencil = [](GLenum face, const auto& config, const auto& prev_config) {
if (stencil.test_func != cur_state.stencil.test_func || if (config.test_func != prev_config.test_func || config.test_ref != prev_config.test_ref ||
stencil.test_ref != cur_state.stencil.test_ref || config.test_mask != prev_config.test_mask) {
stencil.test_mask != cur_state.stencil.test_mask) { glStencilFuncSeparate(face, config.test_func, config.test_ref, config.test_mask);
glStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask); }
} if (config.action_depth_fail != prev_config.action_depth_fail ||
config.action_depth_pass != prev_config.action_depth_pass ||
if (stencil.action_depth_fail != cur_state.stencil.action_depth_fail || config.action_stencil_fail != prev_config.action_stencil_fail) {
stencil.action_depth_pass != cur_state.stencil.action_depth_pass || glStencilOpSeparate(face, config.action_stencil_fail, config.action_depth_fail,
stencil.action_stencil_fail != cur_state.stencil.action_stencil_fail) { config.action_depth_pass);
glStencilOp(stencil.action_stencil_fail, stencil.action_depth_fail, }
stencil.action_depth_pass); if (config.write_mask != prev_config.write_mask) {
} glStencilMaskSeparate(face, config.write_mask);
}
// Stencil mask };
if (stencil.write_mask != cur_state.stencil.write_mask) { config_stencil(GL_FRONT, stencil.front, cur_state.stencil.front);
glStencilMask(stencil.write_mask); config_stencil(GL_BACK, stencil.back, cur_state.stencil.back);
}
// Blending // Blending
if (blend.enabled != cur_state.blend.enabled) { if (blend.enabled != cur_state.blend.enabled) {

View file

@ -58,14 +58,16 @@ public:
} color_mask; // GL_COLOR_WRITEMASK } color_mask; // GL_COLOR_WRITEMASK
struct { struct {
bool test_enabled; // GL_STENCIL_TEST bool test_enabled; // GL_STENCIL_TEST
GLenum test_func; // GL_STENCIL_FUNC struct {
GLint test_ref; // GL_STENCIL_REF GLenum test_func; // GL_STENCIL_FUNC
GLuint test_mask; // GL_STENCIL_VALUE_MASK GLint test_ref; // GL_STENCIL_REF
GLuint write_mask; // GL_STENCIL_WRITEMASK GLuint test_mask; // GL_STENCIL_VALUE_MASK
GLenum action_stencil_fail; // GL_STENCIL_FAIL GLuint write_mask; // GL_STENCIL_WRITEMASK
GLenum action_depth_fail; // GL_STENCIL_PASS_DEPTH_FAIL GLenum action_stencil_fail; // GL_STENCIL_FAIL
GLenum action_depth_pass; // GL_STENCIL_PASS_DEPTH_PASS GLenum action_depth_fail; // GL_STENCIL_PASS_DEPTH_FAIL
GLenum action_depth_pass; // GL_STENCIL_PASS_DEPTH_PASS
} front, back;
} stencil; } stencil;
struct { struct {

View file

@ -295,6 +295,30 @@ inline GLenum ComparisonOp(Maxwell::ComparisonOp comparison) {
return {}; return {};
} }
inline GLenum StencilOp(Maxwell::StencilOp stencil) {
switch (stencil) {
case Maxwell::StencilOp::Keep:
return GL_KEEP;
case Maxwell::StencilOp::Zero:
return GL_ZERO;
case Maxwell::StencilOp::Replace:
return GL_REPLACE;
case Maxwell::StencilOp::Incr:
return GL_INCR;
case Maxwell::StencilOp::Decr:
return GL_DECR;
case Maxwell::StencilOp::Invert:
return GL_INVERT;
case Maxwell::StencilOp::IncrWrap:
return GL_INCR_WRAP;
case Maxwell::StencilOp::DecrWrap:
return GL_DECR_WRAP;
}
LOG_CRITICAL(Render_OpenGL, "Unimplemented stencil op={}", static_cast<u32>(stencil));
UNREACHABLE();
return {};
}
inline GLenum FrontFace(Maxwell::Cull::FrontFace front_face) { inline GLenum FrontFace(Maxwell::Cull::FrontFace front_face) {
switch (front_face) { switch (front_face) {
case Maxwell::Cull::FrontFace::ClockWise: case Maxwell::Cull::FrontFace::ClockWise: