mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 05:47:56 -07:00
Merge pull request #6316 from stenzek/videocommon-viewport
Move guest viewport conversion to VideoCommon
This commit is contained in:
commit
456c2f42c3
@ -258,10 +258,10 @@ bool Renderer::CheckForResize()
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return false;
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}
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void Renderer::SetScissorRect(const EFBRectangle& rc)
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void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
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{
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TargetRectangle trc = ConvertEFBRectangle(rc);
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D3D::context->RSSetScissorRects(1, trc.AsRECT());
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const RECT rect = {rc.left, rc.top, rc.right, rc.bottom};
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D3D::context->RSSetScissorRects(1, &rect);
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}
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// This function allows the CPU to directly access the EFB.
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@ -445,59 +445,17 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
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RestoreAPIState();
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}
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void Renderer::SetViewport()
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void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth)
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{
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// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
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// [0] = width/2
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// [1] = height/2
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// [2] = 16777215 * (farz - nearz)
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// [3] = xorig + width/2 + 342
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// [4] = yorig + height/2 + 342
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// [5] = 16777215 * farz
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// D3D crashes for zero viewports
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if (xfmem.viewport.wd == 0 || xfmem.viewport.ht == 0)
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return;
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int scissorXOff = bpmem.scissorOffset.x * 2;
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int scissorYOff = bpmem.scissorOffset.y * 2;
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float X = Renderer::EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissorXOff);
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float Y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff);
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float Wd = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float Ht = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
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float max_depth = xfmem.viewport.farZ / 16777216.0f;
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if (Wd < 0.0f)
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{
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X += Wd;
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Wd = -Wd;
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}
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if (Ht < 0.0f)
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{
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Y += Ht;
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Ht = -Ht;
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}
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// If an inverted or oversized depth range is used, we need to calculate the depth range in the
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// vertex shader.
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if (UseVertexDepthRange())
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{
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// We need to ensure depth values are clamped the maximum value supported by the console GPU.
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min_depth = 0.0f;
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max_depth = GX_MAX_DEPTH;
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}
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// In D3D, the viewport rectangle must fit within the render target.
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X = (X >= 0.f) ? X : 0.f;
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Y = (Y >= 0.f) ? Y : 0.f;
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Wd = (X + Wd <= GetTargetWidth()) ? Wd : (GetTargetWidth() - X);
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Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y);
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// We use an inverted depth range here to apply the Reverse Z trick.
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// This trick makes sure we match the precision provided by the 1:0
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// clipping depth range on the hardware.
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - max_depth, 1.0f - min_depth);
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D3D11_VIEWPORT vp;
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vp.TopLeftX = MathUtil::Clamp(x, 0.0f, static_cast<float>(m_target_width - 1));
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vp.TopLeftY = MathUtil::Clamp(y, 0.0f, static_cast<float>(m_target_height - 1));
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vp.Width = MathUtil::Clamp(width, 1.0f, static_cast<float>(m_target_width) - vp.TopLeftX);
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vp.Height = MathUtil::Clamp(height, 1.0f, static_cast<float>(m_target_height) - vp.TopLeftY);
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vp.MinDepth = near_depth;
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vp.MaxDepth = far_depth;
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D3D::context->RSSetViewports(1, &vp);
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}
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@ -673,7 +631,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
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// begin next frame
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RestoreAPIState();
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FramebufferManager::BindEFBRenderTarget();
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SetViewport();
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}
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// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
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@ -690,7 +647,7 @@ void Renderer::RestoreAPIState()
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D3D::stateman->PopBlendState();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopRasterizerState();
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SetViewport();
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BPFunctions::SetViewport();
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BPFunctions::SetScissor();
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}
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@ -27,14 +27,15 @@ public:
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CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
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void SetBlendingState(const BlendingState& state) override;
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void SetScissorRect(const EFBRectangle& rc) override;
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void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
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void SetRasterizationState(const RasterizationState& state) override;
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void SetDepthState(const DepthState& state) override;
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void SetTexture(u32 index, const AbstractTexture* texture) override;
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void SetSamplerState(u32 index, const SamplerState& state) override;
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void UnbindTexture(const AbstractTexture* texture) override;
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void SetInterlacingMode() override;
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void SetViewport() override;
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void SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth) override;
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void SetFullscreen(bool enable_fullscreen) override;
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bool IsFullscreen() const override;
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@ -863,20 +863,9 @@ TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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return result;
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}
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// Function: This function handles the OpenGL glScissor() function
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// ----------------------------
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// Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg()
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// case 0x52 > SetScissorRect()
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// ----------------------------
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// bpmem.scissorTL.x, y = 342x342
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// bpmem.scissorBR.x, y = 981x821
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// Renderer::GetTargetHeight() = the fixed ini file setting
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// donkopunchstania - it appears scissorBR is the bottom right pixel inside the scissor box
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// therefore the width and height are (scissorBR + 1) - scissorTL
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void Renderer::SetScissorRect(const EFBRectangle& rc)
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void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
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{
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TargetRectangle trc = ConvertEFBRectangle(rc);
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glScissor(trc.left, trc.bottom, trc.GetWidth(), trc.GetHeight());
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glScissor(rc.left, rc.bottom, rc.GetWidth(), rc.GetHeight());
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}
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void ClearEFBCache()
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@ -1136,75 +1125,23 @@ void Renderer::BBoxWrite(int index, u16 _value)
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BoundingBox::Set(index, value);
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}
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void Renderer::SetViewport()
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void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth)
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{
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// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
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// [0] = width/2
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// [1] = height/2
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// [2] = 16777215 * (farz - nearz)
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// [3] = xorig + width/2 + 342
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// [4] = yorig + height/2 + 342
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// [5] = 16777215 * farz
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int scissorXOff = bpmem.scissorOffset.x * 2;
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int scissorYOff = bpmem.scissorOffset.y * 2;
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// TODO: ceil, floor or just cast to int?
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float X = EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - (float)scissorXOff);
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float Y = EFBToScaledYf((float)EFB_HEIGHT - xfmem.viewport.yOrig + xfmem.viewport.ht +
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(float)scissorYOff);
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float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
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float max_depth = xfmem.viewport.farZ / 16777216.0f;
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if (Width < 0)
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{
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X += Width;
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Width *= -1;
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}
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if (Height < 0)
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{
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Y += Height;
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Height *= -1;
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}
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// Update the view port
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// The x/y parameters here assume a upper-left origin. glViewport takes an offset from the
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// lower-left of the framebuffer, so we must set y to the distance from the lower-left.
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y = static_cast<float>(m_target_height) - y - height;
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if (g_ogl_config.bSupportViewportFloat)
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{
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glViewportIndexedf(0, X, Y, Width, Height);
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glViewportIndexedf(0, x, y, width, height);
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}
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else
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{
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auto iceilf = [](float f) { return static_cast<GLint>(ceilf(f)); };
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glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
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auto iceilf = [](float f) { return static_cast<GLint>(std::ceil(f)); };
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glViewport(iceilf(x), iceilf(y), iceilf(width), iceilf(height));
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}
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if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
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{
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// There's no way to support oversized depth ranges in this situation. Let's just clamp the
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// range to the maximum value supported by the console GPU and hope for the best.
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min_depth = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH);
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max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH);
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}
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if (UseVertexDepthRange())
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{
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// We need to ensure depth values are clamped the maximum value supported by the console GPU.
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// Taking into account whether the depth range is inverted or not.
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if (xfmem.viewport.zRange < 0.0f)
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{
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min_depth = GX_MAX_DEPTH;
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max_depth = 0.0f;
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}
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else
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{
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min_depth = 0.0f;
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max_depth = GX_MAX_DEPTH;
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}
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}
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// Set the reversed depth range.
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glDepthRangef(max_depth, min_depth);
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glDepthRangef(near_depth, far_depth);
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}
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void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
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@ -1563,9 +1500,9 @@ void Renderer::RestoreAPIState()
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}
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BPFunctions::SetGenerationMode();
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BPFunctions::SetScissor();
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BPFunctions::SetViewport();
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BPFunctions::SetDepthMode();
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BPFunctions::SetBlendMode();
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SetViewport();
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ProgramShaderCache::BindLastVertexFormat();
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const VertexManager* const vm = static_cast<VertexManager*>(g_vertex_manager.get());
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@ -91,14 +91,15 @@ public:
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CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
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void SetBlendingState(const BlendingState& state) override;
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void SetScissorRect(const EFBRectangle& rc) override;
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void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
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void SetRasterizationState(const RasterizationState& state) override;
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void SetDepthState(const DepthState& state) override;
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void SetTexture(u32 index, const AbstractTexture* texture) override;
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void SetSamplerState(u32 index, const SamplerState& state) override;
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void UnbindTexture(const AbstractTexture* texture) override;
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void SetInterlacingMode() override;
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void SetViewport() override;
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void SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth) override;
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void RenderText(const std::string& text, int left, int top, u32 color) override;
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@ -810,7 +810,7 @@ void Renderer::RecreateEFBFramebuffer()
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BindEFBToStateTracker();
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// Viewport and scissor rect have to be reset since they will be scaled differently.
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SetViewport();
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BPFunctions::SetViewport();
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BPFunctions::SetScissor();
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}
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@ -899,53 +899,18 @@ void Renderer::SetInterlacingMode()
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{
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}
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void Renderer::SetScissorRect(const EFBRectangle& rc)
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void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
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{
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TargetRectangle target_rc = ConvertEFBRectangle(rc);
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VkRect2D scissor = {
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{target_rc.left, target_rc.top},
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{static_cast<uint32_t>(target_rc.GetWidth()), static_cast<uint32_t>(target_rc.GetHeight())}};
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VkRect2D scissor = {{rc.left, rc.top},
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{static_cast<u32>(rc.GetWidth()), static_cast<u32>(rc.GetHeight())}};
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StateTracker::GetInstance()->SetScissor(scissor);
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}
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void Renderer::SetViewport()
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void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth)
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{
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int scissor_x_offset = bpmem.scissorOffset.x * 2;
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int scissor_y_offset = bpmem.scissorOffset.y * 2;
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float x = Renderer::EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissor_x_offset);
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float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset);
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float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
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float max_depth = xfmem.viewport.farZ / 16777216.0f;
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if (width < 0.0f)
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{
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x += width;
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width = -width;
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}
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if (height < 0.0f)
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{
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y += height;
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height = -height;
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}
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// If an oversized or inverted depth range is used, we need to calculate the depth range in the
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// vertex shader.
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// TODO: Inverted depth ranges are bugged in all drivers, which should be added to DriverDetails.
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if (UseVertexDepthRange())
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{
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// We need to ensure depth values are clamped the maximum value supported by the console GPU.
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min_depth = 0.0f;
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max_depth = GX_MAX_DEPTH;
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}
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// We use an inverted depth range here to apply the Reverse Z trick.
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// This trick makes sure we match the precision provided by the 1:0
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// clipping depth range on the hardware.
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VkViewport viewport = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth};
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VkViewport viewport = {x, y, std::max(width, 1.0f), std::max(height, 1.0f),
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near_depth, far_depth};
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StateTracker::GetInstance()->SetViewport(viewport);
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}
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|
@ -60,14 +60,15 @@ public:
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void RestoreAPIState() override;
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void SetBlendingState(const BlendingState& state) override;
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void SetScissorRect(const EFBRectangle& rc) override;
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void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
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void SetRasterizationState(const RasterizationState& state) override;
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void SetDepthState(const DepthState& state) override;
|
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void SetTexture(u32 index, const AbstractTexture* texture) override;
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void SetSamplerState(u32 index, const SamplerState& state) override;
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void UnbindTexture(const AbstractTexture* texture) override;
|
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void SetInterlacingMode() override;
|
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void SetViewport() override;
|
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void SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth) override;
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void ChangeSurface(void* new_surface_handle) override;
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|
@ -12,6 +12,7 @@
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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namespace BPFunctions
|
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{
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@ -48,24 +49,82 @@ void SetScissor()
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const int xoff = bpmem.scissorOffset.x * 2;
|
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const int yoff = bpmem.scissorOffset.y * 2;
|
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|
||||
EFBRectangle rc(bpmem.scissorTL.x - xoff, bpmem.scissorTL.y - yoff, bpmem.scissorBR.x - xoff + 1,
|
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bpmem.scissorBR.y - yoff + 1);
|
||||
EFBRectangle native_rc(bpmem.scissorTL.x - xoff, bpmem.scissorTL.y - yoff,
|
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bpmem.scissorBR.x - xoff + 1, bpmem.scissorBR.y - yoff + 1);
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native_rc.ClampUL(0, 0, EFB_WIDTH, EFB_HEIGHT);
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if (rc.left < 0)
|
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rc.left = 0;
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if (rc.top < 0)
|
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rc.top = 0;
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if (rc.right > EFB_WIDTH)
|
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rc.right = EFB_WIDTH;
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if (rc.bottom > EFB_HEIGHT)
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rc.bottom = EFB_HEIGHT;
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TargetRectangle target_rc = g_renderer->ConvertEFBRectangle(native_rc);
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g_renderer->SetScissorRect(target_rc);
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}
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|
||||
if (rc.left > rc.right)
|
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rc.right = rc.left;
|
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if (rc.top > rc.bottom)
|
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rc.bottom = rc.top;
|
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void SetViewport()
|
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{
|
||||
int scissor_x_off = bpmem.scissorOffset.x * 2;
|
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int scissor_y_off = bpmem.scissorOffset.y * 2;
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||||
float x = g_renderer->EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissor_x_off);
|
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float y = g_renderer->EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_off);
|
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|
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g_renderer->SetScissorRect(rc);
|
||||
float width = g_renderer->EFBToScaledXf(2.0f * xfmem.viewport.wd);
|
||||
float height = g_renderer->EFBToScaledYf(-2.0f * xfmem.viewport.ht);
|
||||
float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
|
||||
float max_depth = xfmem.viewport.farZ / 16777216.0f;
|
||||
if (width < 0.f)
|
||||
{
|
||||
x += width;
|
||||
width *= -1;
|
||||
}
|
||||
if (height < 0.f)
|
||||
{
|
||||
y += height;
|
||||
height *= -1;
|
||||
}
|
||||
|
||||
// The maximum depth that is written to the depth buffer should never exceed this value.
|
||||
// This is necessary because we use a 2^24 divisor for all our depth values to prevent
|
||||
// floating-point round-trip errors. However the console GPU doesn't ever write a value
|
||||
// to the depth buffer that exceeds 2^24 - 1.
|
||||
constexpr float GX_MAX_DEPTH = 16777215.0f / 16777216.0f;
|
||||
if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
|
||||
{
|
||||
// There's no way to support oversized depth ranges in this situation. Let's just clamp the
|
||||
// range to the maximum value supported by the console GPU and hope for the best.
|
||||
min_depth = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH);
|
||||
max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH);
|
||||
}
|
||||
|
||||
if (g_renderer->UseVertexDepthRange())
|
||||
{
|
||||
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
|
||||
// Taking into account whether the depth range is inverted or not.
|
||||
if (xfmem.viewport.zRange < 0.0f && g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
|
||||
{
|
||||
min_depth = GX_MAX_DEPTH;
|
||||
max_depth = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
min_depth = 0.0f;
|
||||
max_depth = GX_MAX_DEPTH;
|
||||
}
|
||||
}
|
||||
|
||||
float near_depth, far_depth;
|
||||
if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
|
||||
{
|
||||
// Set the reversed depth range.
|
||||
near_depth = max_depth;
|
||||
far_depth = min_depth;
|
||||
}
|
||||
else
|
||||
{
|
||||
// We use an inverted depth range here to apply the Reverse Z trick.
|
||||
// This trick makes sure we match the precision provided by the 1:0
|
||||
// clipping depth range on the hardware.
|
||||
near_depth = 1.0f - max_depth;
|
||||
far_depth = 1.0f - min_depth;
|
||||
}
|
||||
|
||||
g_renderer->SetViewport(x, y, width, height, near_depth, far_depth);
|
||||
}
|
||||
|
||||
void SetDepthMode()
|
||||
|
@ -17,6 +17,7 @@ namespace BPFunctions
|
||||
void FlushPipeline();
|
||||
void SetGenerationMode();
|
||||
void SetScissor();
|
||||
void SetViewport();
|
||||
void SetDepthMode();
|
||||
void SetBlendMode();
|
||||
void ClearScreen(const EFBRectangle& rc);
|
||||
|
@ -130,6 +130,7 @@ static void BPWritten(const BPCmd& bp)
|
||||
case BPMEM_SCISSORBR: // Scissor Rectable Bottom, Right
|
||||
case BPMEM_SCISSOROFFSET: // Scissor Offset
|
||||
SetScissor();
|
||||
SetViewport();
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
GeometryShaderManager::SetViewportChanged();
|
||||
return;
|
||||
@ -1415,6 +1416,7 @@ void BPReload()
|
||||
// note that PixelShaderManager is already covered since it has its own DoState.
|
||||
SetGenerationMode();
|
||||
SetScissor();
|
||||
SetViewport();
|
||||
SetDepthMode();
|
||||
SetBlendMode();
|
||||
OnPixelFormatChange();
|
||||
|
@ -71,12 +71,6 @@ static int OSDTime;
|
||||
|
||||
std::unique_ptr<Renderer> g_renderer;
|
||||
|
||||
// The maximum depth that is written to the depth buffer should never exceed this value.
|
||||
// This is necessary because we use a 2^24 divisor for all our depth values to prevent
|
||||
// floating-point round-trip errors. However the console GPU doesn't ever write a value
|
||||
// to the depth buffer that exceeds 2^24 - 1.
|
||||
const float Renderer::GX_MAX_DEPTH = 16777215.0f / 16777216.0f;
|
||||
|
||||
static float AspectToWidescreen(float aspect)
|
||||
{
|
||||
return aspect * ((16.0f / 9.0f) / (4.0f / 3.0f));
|
||||
|
@ -70,14 +70,17 @@ public:
|
||||
};
|
||||
|
||||
virtual void SetBlendingState(const BlendingState& state) {}
|
||||
virtual void SetScissorRect(const EFBRectangle& rc) {}
|
||||
virtual void SetScissorRect(const MathUtil::Rectangle<int>& rc) {}
|
||||
virtual void SetRasterizationState(const RasterizationState& state) {}
|
||||
virtual void SetDepthState(const DepthState& state) {}
|
||||
virtual void SetTexture(u32 index, const AbstractTexture* texture) {}
|
||||
virtual void SetSamplerState(u32 index, const SamplerState& state) {}
|
||||
virtual void UnbindTexture(const AbstractTexture* texture) {}
|
||||
virtual void SetInterlacingMode() {}
|
||||
virtual void SetViewport() {}
|
||||
virtual void SetViewport(float x, float y, float width, float height, float near_depth,
|
||||
float far_depth)
|
||||
{
|
||||
}
|
||||
virtual void SetFullscreen(bool enable_fullscreen) {}
|
||||
virtual bool IsFullscreen() const { return false; }
|
||||
virtual void ApplyState() {}
|
||||
@ -184,8 +187,6 @@ protected:
|
||||
|
||||
std::unique_ptr<PostProcessingShaderImplementation> m_post_processor;
|
||||
|
||||
static const float GX_MAX_DEPTH;
|
||||
|
||||
void* m_surface_handle = nullptr;
|
||||
void* m_new_surface_handle = nullptr;
|
||||
Common::Flag m_surface_needs_change;
|
||||
|
@ -16,6 +16,7 @@
|
||||
#include "Common/MathUtil.h"
|
||||
#include "Core/ConfigManager.h"
|
||||
#include "Core/Core.h"
|
||||
#include "VideoCommon/BPFunctions.h"
|
||||
#include "VideoCommon/BPMemory.h"
|
||||
#include "VideoCommon/CPMemory.h"
|
||||
#include "VideoCommon/RenderBase.h"
|
||||
@ -420,8 +421,7 @@ void VertexShaderManager::SetConstants()
|
||||
}
|
||||
|
||||
dirty = true;
|
||||
// This is so implementation-dependent that we can't have it here.
|
||||
g_renderer->SetViewport();
|
||||
BPFunctions::SetViewport();
|
||||
|
||||
// Update projection if the viewport isn't 1:1 useable
|
||||
if (!g_ActiveConfig.backend_info.bSupportsOversizedViewports)
|
||||
|
Loading…
Reference in New Issue
Block a user