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author | Fernando Sahmkow <fsahmkow27@gmail.com> | 2019-07-18 01:37:01 +0200 |
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committer | FernandoS27 <fsahmkow27@gmail.com> | 2019-07-20 16:18:35 +0200 |
commit | 7a35178ee2c8ce60c87654ed2d80cc76abb0380b (patch) | |
tree | 514fdc12910bb3b00d7c2df89b9e1882a8586320 /src/video_core | |
parent | GL_State: Feedback and fixes (diff) | |
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Diffstat (limited to 'src/video_core')
-rw-r--r-- | src/video_core/engines/maxwell_3d.cpp | 4 | ||||
-rw-r--r-- | src/video_core/engines/maxwell_3d.h | 4 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 45 |
3 files changed, 33 insertions, 20 deletions
diff --git a/src/video_core/engines/maxwell_3d.cpp b/src/video_core/engines/maxwell_3d.cpp index 87777e265..fe9fc0278 100644 --- a/src/video_core/engines/maxwell_3d.cpp +++ b/src/video_core/engines/maxwell_3d.cpp @@ -70,6 +70,10 @@ void Maxwell3D::InitializeRegisterDefaults() { regs.stencil_back_func_mask = 0xFFFFFFFF; regs.stencil_back_mask = 0xFFFFFFFF; + regs.depth_test_func = Regs::ComparisonOp::Always; + regs.cull.front_face = Regs::Cull::FrontFace::CounterClockWise; + regs.cull.cull_face = Regs::Cull::CullFace::Back; + // TODO(Rodrigo): Most games do not set a point size. I think this is a case of a // register carrying a default value. Assume it's OpenGL's default (1). regs.point_size = 1.0f; diff --git a/src/video_core/engines/maxwell_3d.h b/src/video_core/engines/maxwell_3d.h index 42feb0345..ac300bf76 100644 --- a/src/video_core/engines/maxwell_3d.h +++ b/src/video_core/engines/maxwell_3d.h @@ -1246,8 +1246,6 @@ private: /// Interpreter for the macro codes uploaded to the GPU. MacroInterpreter macro_interpreter; - Upload::State upload_state; - static constexpr u32 null_cb_data = 0xFFFFFFFF; struct { std::array<std::array<u32, 0x4000>, 16> buffer; @@ -1257,6 +1255,8 @@ private: u32 counter{}; } cb_data_state; + Upload::State upload_state; + /// Retrieves information about a specific TIC entry from the TIC buffer. Texture::TICEntry GetTICEntry(u32 tic_index) const; diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index d1ae8a7c5..0432a9e10 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -993,37 +993,42 @@ void RasterizerOpenGL::SyncCullMode() { const auto& regs = maxwell3d.regs; state.cull.enabled = regs.cull.enabled != 0; - state.cull.front_face = MaxwellToGL::FrontFace(regs.cull.front_face); - state.cull.mode = MaxwellToGL::CullFace(regs.cull.cull_face); - - const bool flip_triangles{regs.screen_y_control.triangle_rast_flip == 0 || - regs.viewport_transform[0].scale_y < 0.0f}; - - // If the GPU is configured to flip the rasterized triangles, then we need to flip the - // notion of front and back. Note: We flip the triangles when the value of the register is 0 - // because OpenGL already does it for us. - if (flip_triangles) { - if (state.cull.front_face == GL_CCW) - state.cull.front_face = GL_CW; - else if (state.cull.front_face == GL_CW) - state.cull.front_face = GL_CCW; + if (state.cull.enabled) { + state.cull.front_face = MaxwellToGL::FrontFace(regs.cull.front_face); + state.cull.mode = MaxwellToGL::CullFace(regs.cull.cull_face); + + const bool flip_triangles{regs.screen_y_control.triangle_rast_flip == 0 || + regs.viewport_transform[0].scale_y < 0.0f}; + + // If the GPU is configured to flip the rasterized triangles, then we need to flip the + // notion of front and back. Note: We flip the triangles when the value of the register is 0 + // because OpenGL already does it for us. + if (flip_triangles) { + if (state.cull.front_face == GL_CCW) + state.cull.front_face = GL_CW; + else if (state.cull.front_face == GL_CW) + state.cull.front_face = GL_CCW; + } } } void RasterizerOpenGL::SyncPrimitiveRestart() { - auto& maxwell3d = system.GPU().Maxwell3D(); - const auto& regs = maxwell3d.regs; + const auto& regs = system.GPU().Maxwell3D().regs; state.primitive_restart.enabled = regs.primitive_restart.enabled; state.primitive_restart.index = regs.primitive_restart.index; } void RasterizerOpenGL::SyncDepthTestState() { - auto& maxwell3d = system.GPU().Maxwell3D(); - const auto& regs = maxwell3d.regs; + const auto& regs = system.GPU().Maxwell3D().regs; state.depth.test_enabled = regs.depth_test_enable != 0; state.depth.write_mask = regs.depth_write_enabled ? GL_TRUE : GL_FALSE; + + if (!state.depth.test_enabled) { + return; + } + state.depth.test_func = MaxwellToGL::ComparisonOp(regs.depth_test_func); } @@ -1035,6 +1040,10 @@ void RasterizerOpenGL::SyncStencilTestState() { const auto& regs = maxwell3d.regs; state.stencil.test_enabled = regs.stencil_enable != 0; + if (!regs.stencil_enable) { + return; + } + 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; |