gl_rasterizer: Properly scale viewports and scissors
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05d98d9bbf
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@ -214,8 +214,6 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
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query_cache.UpdateCounters();
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query_cache.UpdateCounters();
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SyncState();
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GraphicsPipeline* const pipeline{shader_cache.CurrentGraphicsPipeline()};
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GraphicsPipeline* const pipeline{shader_cache.CurrentGraphicsPipeline()};
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if (!pipeline) {
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if (!pipeline) {
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return;
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return;
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@ -223,6 +221,8 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
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std::scoped_lock lock{buffer_cache.mutex, texture_cache.mutex};
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std::scoped_lock lock{buffer_cache.mutex, texture_cache.mutex};
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pipeline->Configure(is_indexed);
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pipeline->Configure(is_indexed);
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SyncState();
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const GLenum primitive_mode = MaxwellToGL::PrimitiveTopology(maxwell3d.regs.draw.topology);
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const GLenum primitive_mode = MaxwellToGL::PrimitiveTopology(maxwell3d.regs.draw.topology);
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BeginTransformFeedback(pipeline, primitive_mode);
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BeginTransformFeedback(pipeline, primitive_mode);
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@ -554,7 +554,6 @@ void RasterizerOpenGL::SyncViewport() {
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}
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}
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glFrontFace(mode);
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glFrontFace(mode);
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}
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}
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if (dirty_viewport || flags[Dirty::ClipControl]) {
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if (dirty_viewport || flags[Dirty::ClipControl]) {
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flags[Dirty::ClipControl] = false;
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flags[Dirty::ClipControl] = false;
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@ -571,6 +570,8 @@ void RasterizerOpenGL::SyncViewport() {
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state_tracker.ClipControl(origin, depth);
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state_tracker.ClipControl(origin, depth);
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state_tracker.SetYNegate(regs.screen_y_control.y_negate != 0);
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state_tracker.SetYNegate(regs.screen_y_control.y_negate != 0);
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}
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}
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const bool is_rescaling{texture_cache.IsRescaling()};
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const float scale = is_rescaling ? Settings::values.resolution_info.up_factor : 1.0f;
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if (dirty_viewport) {
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if (dirty_viewport) {
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flags[Dirty::Viewports] = false;
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flags[Dirty::Viewports] = false;
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@ -579,38 +580,38 @@ void RasterizerOpenGL::SyncViewport() {
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flags[Dirty::ViewportTransform] = false;
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flags[Dirty::ViewportTransform] = false;
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flags[VideoCommon::Dirty::RescaleViewports] = false;
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flags[VideoCommon::Dirty::RescaleViewports] = false;
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const auto& resolution = Settings::values.resolution_info;
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for (size_t index = 0; index < Maxwell::NumViewports; ++index) {
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const auto scale_up = [&](u32 value) -> u32 {
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if (!force && !flags[Dirty::Viewport0 + index]) {
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if (value == 0) {
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return 0U;
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}
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const u32 converted_value = (value * resolution.up_scale) >> resolution.down_shift;
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return std::max<u32>(converted_value, 1U);
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};
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for (std::size_t i = 0; i < Maxwell::NumViewports; ++i) {
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if (!force && !flags[Dirty::Viewport0 + i]) {
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continue;
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continue;
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}
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}
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flags[Dirty::Viewport0 + i] = false;
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flags[Dirty::Viewport0 + index] = false;
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const auto& src = regs.viewport_transform[i];
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const auto& src = regs.viewport_transform[index];
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const Common::Rectangle<f32> rect{src.GetRect()};
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GLfloat x = (src.translate_x - src.scale_x) * scale;
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glViewportIndexedf(static_cast<GLuint>(i), rect.left, rect.bottom,
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GLfloat y = (src.translate_y - src.scale_y) * scale;
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scale_up(rect.GetWidth()), scale_up(rect.GetHeight()));
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GLfloat width = src.scale_x * 2.0f * scale;
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GLfloat height = src.scale_y * 2.0f * scale;
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if (height < 0) {
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y += height;
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height = -height;
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}
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glViewportIndexedf(static_cast<GLuint>(index), x, y, width != 0.0f ? width : 1.0f,
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height != 0.0f ? height : 1.0f);
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const GLdouble reduce_z = regs.depth_mode == Maxwell::DepthMode::MinusOneToOne;
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const GLdouble reduce_z = regs.depth_mode == Maxwell::DepthMode::MinusOneToOne;
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const GLdouble near_depth = src.translate_z - src.scale_z * reduce_z;
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const GLdouble near_depth = src.translate_z - src.scale_z * reduce_z;
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const GLdouble far_depth = src.translate_z + src.scale_z;
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const GLdouble far_depth = src.translate_z + src.scale_z;
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if (device.HasDepthBufferFloat()) {
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if (device.HasDepthBufferFloat()) {
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glDepthRangeIndexeddNV(static_cast<GLuint>(i), near_depth, far_depth);
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glDepthRangeIndexeddNV(static_cast<GLuint>(index), near_depth, far_depth);
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} else {
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} else {
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glDepthRangeIndexed(static_cast<GLuint>(i), near_depth, far_depth);
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glDepthRangeIndexed(static_cast<GLuint>(index), near_depth, far_depth);
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}
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}
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if (!GLAD_GL_NV_viewport_swizzle) {
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if (!GLAD_GL_NV_viewport_swizzle) {
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continue;
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continue;
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}
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}
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glViewportSwizzleNV(static_cast<GLuint>(i), MaxwellToGL::ViewportSwizzle(src.swizzle.x),
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glViewportSwizzleNV(static_cast<GLuint>(index),
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MaxwellToGL::ViewportSwizzle(src.swizzle.x),
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MaxwellToGL::ViewportSwizzle(src.swizzle.y),
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MaxwellToGL::ViewportSwizzle(src.swizzle.y),
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MaxwellToGL::ViewportSwizzle(src.swizzle.z),
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MaxwellToGL::ViewportSwizzle(src.swizzle.z),
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MaxwellToGL::ViewportSwizzle(src.swizzle.w));
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MaxwellToGL::ViewportSwizzle(src.swizzle.w));
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@ -940,7 +941,7 @@ void RasterizerOpenGL::SyncScissorTest() {
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const auto& src = regs.scissor_test[index];
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const auto& src = regs.scissor_test[index];
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if (src.enable) {
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if (src.enable) {
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glEnablei(GL_SCISSOR_TEST, static_cast<GLuint>(index));
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glEnablei(GL_SCISSOR_TEST, static_cast<GLuint>(index));
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glScissorIndexed(static_cast<GLuint>(index), src.min_x, src.min_y,
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glScissorIndexed(static_cast<GLuint>(index), scale_up(src.min_x), scale_up(src.min_y),
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scale_up(src.max_x - src.min_x), scale_up(src.max_y - src.min_y));
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scale_up(src.max_x - src.min_x), scale_up(src.max_y - src.min_y));
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} else {
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} else {
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glDisablei(GL_SCISSOR_TEST, static_cast<GLuint>(index));
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glDisablei(GL_SCISSOR_TEST, static_cast<GLuint>(index));
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