gl_rasterizer: Emulate viewport flipping with ARB_clip_control

Emulates negative y viewports with ARB_clip_control. This allows us to
more easily emulated pipelines with tessellation and/or geometry shader
stages. It also avoids corrupting games with transform feedbacks and
negative viewports (gl_Position.y was being modified).
master
ReinUsesLisp 2019-10-30 00:23:09 +07:00
parent c414ebaa9c
commit f019817f8f
No known key found for this signature in database
GPG Key ID: 2DFC508897B39CFE
9 changed files with 55 additions and 74 deletions

@ -257,10 +257,8 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
continue;
}
const std::size_t stage{index == 0 ? 0 : index - 1}; // Stage indices are 0 - 5
GLShader::MaxwellUniformData ubo{};
ubo.SetFromRegs(gpu, stage);
ubo.SetFromRegs(gpu);
const auto [buffer, offset] =
buffer_cache.UploadHostMemory(&ubo, sizeof(ubo), device.GetUniformBufferAlignment());
@ -269,10 +267,11 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
Shader shader{shader_cache.GetStageProgram(program)};
const auto stage_enum = static_cast<Maxwell::ShaderStage>(stage);
SetupDrawConstBuffers(stage_enum, shader);
SetupDrawGlobalMemory(stage_enum, shader);
const auto texture_buffer_usage{SetupDrawTextures(stage_enum, shader, base_bindings)};
// Stage indices are 0 - 5
const auto stage = static_cast<Maxwell::ShaderStage>(index == 0 ? 0 : index - 1);
SetupDrawConstBuffers(stage, shader);
SetupDrawGlobalMemory(stage, shader);
const auto texture_buffer_usage{SetupDrawTextures(stage, shader, base_bindings)};
const ProgramVariant variant{base_bindings, primitive_mode, texture_buffer_usage};
const auto [program_handle, next_bindings] = shader->GetProgramHandle(variant);
@ -1055,6 +1054,15 @@ void RasterizerOpenGL::SyncViewport(OpenGLState& current_state) {
}
state.depth_clamp.far_plane = regs.view_volume_clip_control.depth_clamp_far != 0;
state.depth_clamp.near_plane = regs.view_volume_clip_control.depth_clamp_near != 0;
bool flip_y = false;
if (regs.viewport_transform[0].scale_y < 0.0) {
flip_y = !flip_y;
}
if (regs.screen_y_control.y_negate != 0) {
flip_y = !flip_y;
}
state.clip_control.origin = flip_y ? GL_UPPER_LEFT : GL_LOWER_LEFT;
}
void RasterizerOpenGL::SyncClipEnabled(
@ -1077,26 +1085,24 @@ void RasterizerOpenGL::SyncClipCoef() {
}
void RasterizerOpenGL::SyncCullMode() {
auto& maxwell3d = system.GPU().Maxwell3D();
const auto& regs = maxwell3d.regs;
const auto& regs = system.GPU().Maxwell3D().regs;
state.cull.enabled = regs.cull.enabled != 0;
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};
state.cull.front_face = MaxwellToGL::FrontFace(regs.cull.front_face);
// 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 the GPU is configured to flip the rasterized triangles, then we need to flip the
// notion of front and back.
const bool flip_triangles{regs.screen_y_control.triangle_rast_flip != 0 &&
regs.viewport_transform[0].scale_y > 0.0f};
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;
}
}
}

@ -1872,10 +1872,6 @@ private:
Expression EmitVertex(Operation operation) {
ASSERT_MSG(stage == ProgramType::Geometry,
"EmitVertex is expected to be used in a geometry shader.");
// If a geometry shader is attached, it will always flip (it's the last stage before
// fragment). For more info about flipping, refer to gl_shader_gen.cpp.
code.AddLine("gl_Position.xy *= viewport_flip.xy;");
code.AddLine("EmitVertex();");
return {};
}
@ -1883,14 +1879,12 @@ private:
Expression EndPrimitive(Operation operation) {
ASSERT_MSG(stage == ProgramType::Geometry,
"EndPrimitive is expected to be used in a geometry shader.");
code.AddLine("EndPrimitive();");
return {};
}
Expression YNegate(Operation operation) {
// Config pack's third value is Y_NEGATE's state.
return {"config_pack[2]", Type::Uint};
return {"y_negate", Type::Float};
}
template <u32 element>

@ -20,8 +20,7 @@ std::string GenerateVertexShader(const Device& device, const ShaderIR& ir, const
std::string out = GetCommonDeclarations();
out += R"(
layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config {
vec4 viewport_flip;
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
float y_direction;
};
)";
@ -35,23 +34,10 @@ layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config {
void main() {
execute_vertex();
)";
if (ir_b) {
out += " execute_vertex_b();";
}
out += R"(
// Set Position Y direction
gl_Position.y *= utof(config_pack[2]);
// Check if the flip stage is VertexB
// Config pack's second value is flip_stage
if (config_pack[1] == 1) {
// Viewport can be flipped, which is unsupported by glViewport
gl_Position.xy *= viewport_flip.xy;
}
}
)";
out += "}\n";
return out;
}
@ -59,8 +45,7 @@ std::string GenerateGeometryShader(const Device& device, const ShaderIR& ir) {
std::string out = GetCommonDeclarations();
out += R"(
layout (std140, binding = EMULATION_UBO_BINDING) uniform gs_config {
vec4 viewport_flip;
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
float y_direction;
};
)";
@ -87,8 +72,7 @@ layout (location = 6) out vec4 FragColor6;
layout (location = 7) out vec4 FragColor7;
layout (std140, binding = EMULATION_UBO_BINDING) uniform fs_config {
vec4 viewport_flip;
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
float y_direction;
};
)";

@ -40,27 +40,12 @@ void ProgramManager::UpdatePipeline() {
old_state = current_state;
}
void MaxwellUniformData::SetFromRegs(const Maxwell3D& maxwell, std::size_t shader_stage) {
void MaxwellUniformData::SetFromRegs(const Maxwell3D& maxwell) {
const auto& regs = maxwell.regs;
const auto& state = maxwell.state;
// TODO(bunnei): Support more than one viewport
viewport_flip[0] = regs.viewport_transform[0].scale_x < 0.0 ? -1.0f : 1.0f;
viewport_flip[1] = regs.viewport_transform[0].scale_y < 0.0 ? -1.0f : 1.0f;
instance_id = state.current_instance;
// Assign in which stage the position has to be flipped
// (the last stage before the fragment shader).
constexpr u32 geometry_index = static_cast<u32>(Maxwell3D::Regs::ShaderProgram::Geometry);
if (maxwell.regs.shader_config[geometry_index].enable) {
flip_stage = geometry_index;
} else {
flip_stage = static_cast<u32>(Maxwell3D::Regs::ShaderProgram::VertexB);
}
// Y_NEGATE controls what value S2R returns for the Y_DIRECTION system value.
y_direction = regs.screen_y_control.y_negate == 0 ? 1.f : -1.f;
y_direction = regs.screen_y_control.y_negate == 0 ? 1.0f : -1.0f;
}
} // namespace OpenGL::GLShader

@ -18,17 +18,12 @@ namespace OpenGL::GLShader {
/// @note Always keep a vec4 at the end. The GL spec is not clear whether the alignment at
/// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
/// Not following that rule will cause problems on some AMD drivers.
struct MaxwellUniformData {
void SetFromRegs(const Tegra::Engines::Maxwell3D& maxwell, std::size_t shader_stage);
struct alignas(16) MaxwellUniformData {
void SetFromRegs(const Tegra::Engines::Maxwell3D& maxwell);
alignas(16) GLvec4 viewport_flip;
struct alignas(16) {
GLuint instance_id;
GLuint flip_stage;
GLfloat y_direction;
};
GLfloat y_direction;
};
static_assert(sizeof(MaxwellUniformData) == 32, "MaxwellUniformData structure size is incorrect");
static_assert(sizeof(MaxwellUniformData) == 16, "MaxwellUniformData structure size is incorrect");
static_assert(sizeof(MaxwellUniformData) < 16384,
"MaxwellUniformData structure must be less than 16kb as per the OpenGL spec");

@ -410,6 +410,12 @@ void OpenGLState::ApplyAlphaTest() {
}
}
void OpenGLState::ApplyClipControl() {
if (UpdateValue(cur_state.clip_control.origin, clip_control.origin)) {
glClipControl(clip_control.origin, GL_NEGATIVE_ONE_TO_ONE);
}
}
void OpenGLState::ApplyTextures() {
if (const auto update = UpdateArray(cur_state.textures, textures)) {
glBindTextures(update->first, update->second, textures.data() + update->first);
@ -453,6 +459,7 @@ void OpenGLState::Apply() {
ApplyImages();
ApplyPolygonOffset();
ApplyAlphaTest();
ApplyClipControl();
}
void OpenGLState::EmulateViewportWithScissor() {

@ -146,6 +146,10 @@ public:
std::array<bool, 8> clip_distance = {}; // GL_CLIP_DISTANCE
struct {
GLenum origin = GL_LOWER_LEFT;
} clip_control;
OpenGLState();
/// Get the currently active OpenGL state
@ -182,6 +186,7 @@ public:
void ApplyDepthClamp();
void ApplyPolygonOffset();
void ApplyAlphaTest();
void ApplyClipControl();
/// Resets any references to the given resource
OpenGLState& UnbindTexture(GLuint handle);

@ -817,6 +817,9 @@ QStringList GMainWindow::GetUnsupportedGLExtensions() {
if (!GLAD_GL_ARB_multi_bind) {
unsupported_ext.append(QStringLiteral("ARB_multi_bind"));
}
if (!GLAD_GL_ARB_clip_control) {
unsupported_ext.append(QStringLiteral("ARB_clip_control"));
}
// Extensions required to support some texture formats.
if (!GLAD_GL_EXT_texture_compression_s3tc) {

@ -62,6 +62,8 @@ bool EmuWindow_SDL2_GL::SupportsRequiredGLExtensions() {
unsupported_ext.push_back("ARB_texture_mirror_clamp_to_edge");
if (!GLAD_GL_ARB_multi_bind)
unsupported_ext.push_back("ARB_multi_bind");
if (!GLAD_GL_ARB_clip_control)
unsupported_ext.push_back("ARB_clip_control");
// Extensions required to support some texture formats.
if (!GLAD_GL_EXT_texture_compression_s3tc)