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Implement Force Early Z Register (#1755)
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@ -332,6 +332,23 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache
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return null;
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return null;
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}
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}
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/// <summary>
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/// Builds gpu state flags using information from the given gpu accessor.
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/// </summary>
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/// <param name="gpuAccessor">The gpu accessor</param>
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/// <returns>The gpu state flags</returns>
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private static GuestGpuStateFlags GetGpuStateFlags(IGpuAccessor gpuAccessor)
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{
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GuestGpuStateFlags flags = 0;
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if (gpuAccessor.QueryEarlyZForce())
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{
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flags |= GuestGpuStateFlags.EarlyZForce;
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}
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return flags;
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}
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/// <summary>
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/// <summary>
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/// Create a new instance of <see cref="GuestGpuAccessorHeader"/> from an gpu accessor.
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/// Create a new instance of <see cref="GuestGpuAccessorHeader"/> from an gpu accessor.
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/// </summary>
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/// </summary>
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@ -347,6 +364,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache
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ComputeLocalMemorySize = gpuAccessor.QueryComputeLocalMemorySize(),
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ComputeLocalMemorySize = gpuAccessor.QueryComputeLocalMemorySize(),
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ComputeSharedMemorySize = gpuAccessor.QueryComputeSharedMemorySize(),
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ComputeSharedMemorySize = gpuAccessor.QueryComputeSharedMemorySize(),
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PrimitiveTopology = gpuAccessor.QueryPrimitiveTopology(),
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PrimitiveTopology = gpuAccessor.QueryPrimitiveTopology(),
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StateFlags = GetGpuStateFlags(gpuAccessor)
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};
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};
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}
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}
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@ -55,8 +55,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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public ushort Reserved2;
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public ushort Reserved2;
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/// <summary>
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/// <summary>
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/// Unused/reserved.
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/// GPU boolean state that can influence shader compilation.
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/// </summary>
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/// </summary>
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public byte Reserved3;
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public GuestGpuStateFlags StateFlags;
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}
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}
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}
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}
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@ -0,0 +1,10 @@
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using System;
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namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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{
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[Flags]
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enum GuestGpuStateFlags : byte
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{
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EarlyZForce = 1 << 0
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}
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}
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@ -150,5 +150,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return textureDescriptor;
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return textureDescriptor;
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}
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}
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/// <summary>
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/// Queries if host state forces early depth testing.
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/// </summary>
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/// <returns>True if early depth testing is forced</returns>
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public bool QueryEarlyZForce()
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{
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return (_header.StateFlags & GuestGpuStateFlags.EarlyZForce) != 0;
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}
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}
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}
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}
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}
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@ -196,5 +196,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(_state, _stageIndex, handle);
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return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(_state, _stageIndex, handle);
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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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/// Queries if host state forces early depth testing.
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/// </summary>
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/// <returns>True if early depth testing is forced</returns>
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public bool QueryEarlyZForce()
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{
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return _state.Get<bool>(MethodOffset.EarlyZForce);
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}
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}
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}
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}
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}
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@ -13,6 +13,7 @@ namespace Ryujinx.Graphics.Gpu.State
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LaunchDma = 0x6c,
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LaunchDma = 0x6c,
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LoadInlineData = 0x6d,
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LoadInlineData = 0x6d,
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CopyDstTexture = 0x80,
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CopyDstTexture = 0x80,
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EarlyZForce = 0x84,
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CopySrcTexture = 0x8c,
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CopySrcTexture = 0x8c,
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DispatchParamsAddress = 0xad,
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DispatchParamsAddress = 0xad,
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Dispatch = 0xaf,
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Dispatch = 0xaf,
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@ -141,6 +141,12 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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{
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if (context.Config.Stage == ShaderStage.Fragment)
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if (context.Config.Stage == ShaderStage.Fragment)
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{
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{
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if (context.Config.GpuAccessor.QueryEarlyZForce())
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{
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context.AppendLine("layout(early_fragment_tests) in;");
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context.AppendLine();
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}
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context.AppendLine($"uniform bool {DefaultNames.IsBgraName}[8];");
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context.AppendLine($"uniform bool {DefaultNames.IsBgraName}[8];");
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context.AppendLine();
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context.AppendLine();
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}
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}
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@ -78,5 +78,10 @@
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{
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{
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return TextureFormat.R8G8B8A8Unorm;
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return TextureFormat.R8G8B8A8Unorm;
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}
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}
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bool QueryEarlyZForce()
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{
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return false;
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}
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}
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}
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}
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}
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