Implement some GPU features (#209)

* Implement stencil testing

* Implement depth testing

* Implement face culling

* Implement front face

* Comparison functions now take OGL enums too

* Fix front facing when flipping was used

* Add depth and stencil clear values
This commit is contained in:
ReinUsesLisp
2018-07-05 15:47:29 -03:00
committed by gdkchan
parent c99b2884e4
commit 97ca974213
9 changed files with 334 additions and 18 deletions

View File

@@ -2,13 +2,13 @@ namespace Ryujinx.Graphics.Gal
{
public enum GalComparisonOp
{
Never = 0x200,
Less = 0x201,
Equal = 0x202,
Lequal = 0x203,
Greater = 0x204,
NotEqual = 0x205,
Gequal = 0x206,
Always = 0x207
Never = 0x1,
Less = 0x2,
Equal = 0x3,
Lequal = 0x4,
Greater = 0x5,
NotEqual = 0x6,
Gequal = 0x7,
Always = 0x8
}
}

View File

@@ -0,0 +1,9 @@
namespace Ryujinx.Graphics.Gal
{
public enum GalCullFace
{
Front = 0x404,
Back = 0x405,
FrontAndBack = 0x408
}
}

View File

@@ -0,0 +1,8 @@
namespace Ryujinx.Graphics.Gal
{
public enum GalFrontFace
{
CW = 0x900,
CCW = 0x901
}
}

View File

@@ -0,0 +1,14 @@
namespace Ryujinx.Graphics.Gal
{
public enum GalStencilOp
{
Keep = 0x1,
Zero = 0x2,
Replace = 0x3,
Incr = 0x4,
Decr = 0x5,
Invert = 0x6,
IncrWrap = 0x7,
DecrWrap = 0x8
}
}

View File

@@ -8,16 +8,34 @@ namespace Ryujinx.Graphics.Gal
bool IsIboCached(long Key, long DataSize);
void SetFrontFace(GalFrontFace FrontFace);
void EnableCullFace();
void DisableCullFace();
void SetCullFace(GalCullFace CullFace);
void EnableDepthTest();
void DisableDepthTest();
void SetDepthFunction(GalComparisonOp Func);
void SetClearDepth(float Depth);
void EnableStencilTest();
void DisableStencilTest();
void SetStencilFunction(bool IsFrontFace, GalComparisonOp Func, int Ref, int Mask);
void SetStencilOp(bool IsFrontFace, GalStencilOp Fail, GalStencilOp ZFail, GalStencilOp ZPass);
void SetStencilMask(bool IsFrontFace, int Mask);
void SetClearStencil(int Stencil);
void CreateVbo(long Key, byte[] Buffer);
void CreateIbo(long Key, byte[] Buffer);

View File

@@ -5,17 +5,76 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{
static class OGLEnumConverter
{
public static FrontFaceDirection GetFrontFace(GalFrontFace FrontFace)
{
switch (FrontFace)
{
case GalFrontFace.CW: return FrontFaceDirection.Cw;
case GalFrontFace.CCW: return FrontFaceDirection.Ccw;
}
throw new ArgumentException(nameof(FrontFace));
}
public static CullFaceMode GetCullFace(GalCullFace CullFace)
{
switch (CullFace)
{
case GalCullFace.Front: return CullFaceMode.Front;
case GalCullFace.Back: return CullFaceMode.Back;
case GalCullFace.FrontAndBack: return CullFaceMode.FrontAndBack;
}
throw new ArgumentException(nameof(CullFace));
}
public static StencilOp GetStencilOp(GalStencilOp Op)
{
switch (Op)
{
case GalStencilOp.Keep: return StencilOp.Keep;
case GalStencilOp.Zero: return StencilOp.Zero;
case GalStencilOp.Replace: return StencilOp.Replace;
case GalStencilOp.Incr: return StencilOp.Incr;
case GalStencilOp.Decr: return StencilOp.Decr;
case GalStencilOp.Invert: return StencilOp.Invert;
case GalStencilOp.IncrWrap: return StencilOp.IncrWrap;
case GalStencilOp.DecrWrap: return StencilOp.DecrWrap;
}
throw new ArgumentException(nameof(Op));
}
public static DepthFunction GetDepthFunc(GalComparisonOp Func)
{
//Looks like the GPU can take it's own values (described in GalComparisonOp) and OpenGL values alike
if ((int)Func >= (int)DepthFunction.Never &&
(int)Func <= (int)DepthFunction.Always)
{
return (DepthFunction)Func;
}
switch (Func)
{
case GalComparisonOp.Never: return DepthFunction.Never;
case GalComparisonOp.Less: return DepthFunction.Less;
case GalComparisonOp.Equal: return DepthFunction.Equal;
case GalComparisonOp.Lequal: return DepthFunction.Lequal;
case GalComparisonOp.Greater: return DepthFunction.Greater;
case GalComparisonOp.NotEqual: return DepthFunction.Notequal;
case GalComparisonOp.Gequal: return DepthFunction.Gequal;
case GalComparisonOp.Always: return DepthFunction.Always;
}
throw new ArgumentException(nameof(Func));
}
public static StencilFunction GetStencilFunc(GalComparisonOp Func)
{
//OGL comparison values match, it's just an enum cast
return (StencilFunction)GetDepthFunc(Func);
}
public static DrawElementsType GetDrawElementsType(GalIndexFormat Format)
{
switch (Format)

View File

@@ -106,6 +106,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
return IboCache.TryGetSize(Key, out long Size) && Size == DataSize;
}
public void SetFrontFace(GalFrontFace FrontFace)
{
GL.FrontFace(OGLEnumConverter.GetFrontFace(FrontFace));
}
public void EnableCullFace()
{
GL.Enable(EnableCap.CullFace);
@@ -116,6 +121,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.Disable(EnableCap.CullFace);
}
public void SetCullFace(GalCullFace CullFace)
{
GL.CullFace(OGLEnumConverter.GetCullFace(CullFace));
}
public void EnableDepthTest()
{
GL.Enable(EnableCap.DepthTest);
@@ -131,6 +141,49 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.DepthFunc(OGLEnumConverter.GetDepthFunc(Func));
}
public void SetClearDepth(float Depth)
{
GL.ClearDepth(Depth);
}
public void EnableStencilTest()
{
GL.Enable(EnableCap.StencilTest);
}
public void DisableStencilTest()
{
GL.Disable(EnableCap.StencilTest);
}
public void SetStencilFunction(bool IsFrontFace, GalComparisonOp Func, int Ref, int Mask)
{
GL.StencilFuncSeparate(
IsFrontFace ? StencilFace.Front : StencilFace.Back,
OGLEnumConverter.GetStencilFunc(Func),
Ref,
Mask);
}
public void SetStencilOp(bool IsFrontFace, GalStencilOp Fail, GalStencilOp ZFail, GalStencilOp ZPass)
{
GL.StencilOpSeparate(
IsFrontFace ? StencilFace.Front : StencilFace.Back,
OGLEnumConverter.GetStencilOp(Fail),
OGLEnumConverter.GetStencilOp(ZFail),
OGLEnumConverter.GetStencilOp(ZPass));
}
public void SetStencilMask(bool IsFrontFace, int Mask)
{
GL.StencilMaskSeparate(IsFrontFace ? StencilFace.Front : StencilFace.Back, Mask);
}
public void SetClearStencil(int Stencil)
{
GL.ClearStencil(Stencil);
}
public void CreateVbo(long Key, byte[] Buffer)
{
int Handle = GL.GenBuffer();