mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-12-22 20:06:33 +01:00
* Implment common and independent blend properly * Nits
This commit is contained in:
parent
1e7ea76f14
commit
44c1cf3fe5
7 changed files with 389 additions and 128 deletions
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@ -6,6 +6,12 @@ namespace Ryujinx.Graphics.Gal
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FuncSubtract = 2,
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FuncReverseSubtract = 3,
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Min = 4,
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Max = 5
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Max = 5,
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FuncAddGl = 0x8006,
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FuncSubtractGl = 0x8007,
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FuncReverseSubtractGl = 0x8008,
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MinGl = 0x800a,
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MaxGl = 0x800b
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}
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}
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@ -21,6 +21,25 @@ namespace Ryujinx.Graphics.Gal
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OneMinusConstantColor = 0x62,
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ConstantAlpha = 0x63,
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OneMinusConstantAlpha = 0x64,
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ConstantColorG80 = 0xc001
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ZeroGl = 0x4000,
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OneGl = 0x4001,
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SrcColorGl = 0x4300,
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OneMinusSrcColorGl = 0x4301,
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SrcAlphaGl = 0x4302,
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OneMinusSrcAlphaGl = 0x4303,
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DstAlphaGl = 0x4304,
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OneMinusDstAlphaGl = 0x4305,
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DstColorGl = 0x4306,
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OneMinusDstColorGl = 0x4307,
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SrcAlphaSaturateGl = 0x4308,
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ConstantColorGl = 0xc001,
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OneMinusConstantColorGl = 0xc002,
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ConstantAlphaGl = 0xc003,
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OneMinusConstantAlphaGl = 0xc004,
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Src1ColorGl = 0xc900,
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OneMinusSrc1ColorGl = 0xc901,
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Src1AlphaGl = 0xc902,
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OneMinusSrc1AlphaGl = 0xc903
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}
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}
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@ -1,8 +1,8 @@
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namespace Ryujinx.Graphics.Gal
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{
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public struct ColorMaskRgba
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public struct ColorMaskState
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{
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private static readonly ColorMaskRgba _Default = new ColorMaskRgba()
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private static readonly ColorMaskState _Default = new ColorMaskState()
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{
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Red = true,
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Green = true,
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@ -10,7 +10,7 @@
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Alpha = true
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};
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public static ColorMaskRgba Default => _Default;
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public static ColorMaskState Default => _Default;
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public bool Red;
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public bool Green;
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@ -18,6 +18,32 @@
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public bool Alpha;
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}
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public struct BlendState
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{
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private static readonly BlendState _Default = new BlendState()
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{
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Enabled = false,
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SeparateAlpha = false,
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EquationRgb = 0,
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FuncSrcRgb = GalBlendFactor.One,
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FuncDstRgb = GalBlendFactor.Zero,
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EquationAlpha = 0,
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FuncSrcAlpha = GalBlendFactor.One,
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FuncDstAlpha = GalBlendFactor.Zero
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};
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public static BlendState Default => _Default;
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public bool Enabled;
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public bool SeparateAlpha;
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public GalBlendEquation EquationRgb;
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public GalBlendFactor FuncSrcRgb;
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public GalBlendFactor FuncDstRgb;
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public GalBlendEquation EquationAlpha;
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public GalBlendFactor FuncSrcAlpha;
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public GalBlendFactor FuncDstAlpha;
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}
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public class GalPipelineState
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{
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public const int Stages = 5;
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@ -65,17 +91,11 @@
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public GalStencilOp StencilFrontOpZPass;
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public uint StencilFrontMask;
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public bool BlendEnabled;
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public bool BlendSeparateAlpha;
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public GalBlendEquation BlendEquationRgb;
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public GalBlendFactor BlendFuncSrcRgb;
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public GalBlendFactor BlendFuncDstRgb;
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public GalBlendEquation BlendEquationAlpha;
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public GalBlendFactor BlendFuncSrcAlpha;
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public GalBlendFactor BlendFuncDstAlpha;
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public bool BlendIndependent;
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public BlendState[] Blends;
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public bool ColorMaskCommon;
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public ColorMaskRgba[] ColorMasks;
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public bool ColorMaskCommon;
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public ColorMaskState[] ColorMasks;
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public bool PrimitiveRestartEnabled;
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public uint PrimitiveRestartIndex;
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@ -89,7 +109,9 @@
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ConstBufferKeys[Stage] = new long[ConstBuffersPerStage];
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}
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ColorMasks = new ColorMaskRgba[RenderTargetsCount];
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Blends = new BlendState[RenderTargetsCount];
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ColorMasks = new ColorMaskState[RenderTargetsCount];
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}
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}
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}
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@ -47,32 +47,35 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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public static DepthFunction GetDepthFunc(GalComparisonOp Func)
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{
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//Looks like the GPU can take it's own values (described in GalComparisonOp) and OpenGL values alike
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if ((int)Func >= (int)DepthFunction.Never &&
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(int)Func <= (int)DepthFunction.Always)
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{
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return (DepthFunction)Func;
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}
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switch (Func)
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{
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case GalComparisonOp.Never: return DepthFunction.Never;
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case GalComparisonOp.Less: return DepthFunction.Less;
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case GalComparisonOp.Equal: return DepthFunction.Equal;
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case GalComparisonOp.Lequal: return DepthFunction.Lequal;
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case GalComparisonOp.Greater: return DepthFunction.Greater;
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case GalComparisonOp.NotEqual: return DepthFunction.Notequal;
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case GalComparisonOp.Gequal: return DepthFunction.Gequal;
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case GalComparisonOp.Always: return DepthFunction.Always;
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}
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throw new ArgumentException(nameof(Func) + " \"" + Func + "\" is not valid!");
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return (DepthFunction)GetFunc(Func);
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}
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public static StencilFunction GetStencilFunc(GalComparisonOp Func)
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{
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//OGL comparison values match, it's just an enum cast
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return (StencilFunction)GetDepthFunc(Func);
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return (StencilFunction)GetFunc(Func);
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}
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private static All GetFunc(GalComparisonOp Func)
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{
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if ((int)Func >= (int)All.Never &&
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(int)Func <= (int)All.Always)
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{
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return (All)Func;
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}
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switch (Func)
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{
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case GalComparisonOp.Never: return All.Never;
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case GalComparisonOp.Less: return All.Less;
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case GalComparisonOp.Equal: return All.Equal;
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case GalComparisonOp.Lequal: return All.Lequal;
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case GalComparisonOp.Greater: return All.Greater;
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case GalComparisonOp.NotEqual: return All.Notequal;
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case GalComparisonOp.Gequal: return All.Gequal;
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case GalComparisonOp.Always: return All.Always;
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}
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throw new ArgumentException(nameof(Func) + " \"" + Func + "\" is not valid!");
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}
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public static DrawElementsType GetDrawElementsType(GalIndexFormat Format)
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@ -282,11 +285,25 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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switch (BlendEquation)
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{
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case GalBlendEquation.FuncAdd: return BlendEquationMode.FuncAdd;
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case GalBlendEquation.FuncSubtract: return BlendEquationMode.FuncSubtract;
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case GalBlendEquation.FuncReverseSubtract: return BlendEquationMode.FuncReverseSubtract;
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case GalBlendEquation.Min: return BlendEquationMode.Min;
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case GalBlendEquation.Max: return BlendEquationMode.Max;
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case GalBlendEquation.FuncAdd:
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case GalBlendEquation.FuncAddGl:
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return BlendEquationMode.FuncAdd;
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case GalBlendEquation.FuncSubtract:
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case GalBlendEquation.FuncSubtractGl:
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return BlendEquationMode.FuncSubtract;
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case GalBlendEquation.FuncReverseSubtract:
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case GalBlendEquation.FuncReverseSubtractGl:
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return BlendEquationMode.FuncReverseSubtract;
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case GalBlendEquation.Min:
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case GalBlendEquation.MinGl:
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return BlendEquationMode.Min;
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case GalBlendEquation.Max:
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case GalBlendEquation.MaxGl:
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return BlendEquationMode.Max;
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}
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throw new ArgumentException(nameof(BlendEquation) + " \"" + BlendEquation + "\" is not valid!");
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@ -296,27 +313,80 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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switch (BlendFactor)
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{
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case GalBlendFactor.Zero: return BlendingFactor.Zero;
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case GalBlendFactor.One: return BlendingFactor.One;
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case GalBlendFactor.SrcColor: return BlendingFactor.SrcColor;
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case GalBlendFactor.OneMinusSrcColor: return BlendingFactor.OneMinusSrcColor;
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case GalBlendFactor.DstColor: return BlendingFactor.DstColor;
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case GalBlendFactor.OneMinusDstColor: return BlendingFactor.OneMinusDstColor;
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case GalBlendFactor.SrcAlpha: return BlendingFactor.SrcAlpha;
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case GalBlendFactor.OneMinusSrcAlpha: return BlendingFactor.OneMinusSrcAlpha;
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case GalBlendFactor.DstAlpha: return BlendingFactor.DstAlpha;
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case GalBlendFactor.OneMinusDstAlpha: return BlendingFactor.OneMinusDstAlpha;
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case GalBlendFactor.OneMinusConstantColor: return BlendingFactor.OneMinusConstantColor;
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case GalBlendFactor.ConstantAlpha: return BlendingFactor.ConstantAlpha;
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case GalBlendFactor.OneMinusConstantAlpha: return BlendingFactor.OneMinusConstantAlpha;
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case GalBlendFactor.SrcAlphaSaturate: return BlendingFactor.SrcAlphaSaturate;
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case GalBlendFactor.Src1Color: return BlendingFactor.Src1Color;
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case GalBlendFactor.OneMinusSrc1Color: return (BlendingFactor)BlendingFactorSrc.OneMinusSrc1Color;
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case GalBlendFactor.Src1Alpha: return BlendingFactor.Src1Alpha;
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case GalBlendFactor.OneMinusSrc1Alpha: return (BlendingFactor)BlendingFactorSrc.OneMinusSrc1Alpha;
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case GalBlendFactor.Zero:
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case GalBlendFactor.ZeroGl:
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return BlendingFactor.Zero;
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case GalBlendFactor.One:
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case GalBlendFactor.OneGl:
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return BlendingFactor.One;
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case GalBlendFactor.SrcColor:
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case GalBlendFactor.SrcColorGl:
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return BlendingFactor.SrcColor;
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case GalBlendFactor.OneMinusSrcColor:
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case GalBlendFactor.OneMinusSrcColorGl:
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return BlendingFactor.OneMinusSrcColor;
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case GalBlendFactor.DstColor:
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case GalBlendFactor.DstColorGl:
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return BlendingFactor.DstColor;
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case GalBlendFactor.OneMinusDstColor:
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case GalBlendFactor.OneMinusDstColorGl:
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return BlendingFactor.OneMinusDstColor;
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case GalBlendFactor.SrcAlpha:
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case GalBlendFactor.SrcAlphaGl:
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return BlendingFactor.SrcAlpha;
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case GalBlendFactor.OneMinusSrcAlpha:
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case GalBlendFactor.OneMinusSrcAlphaGl:
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return BlendingFactor.OneMinusSrcAlpha;
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case GalBlendFactor.DstAlpha:
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case GalBlendFactor.DstAlphaGl:
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return BlendingFactor.DstAlpha;
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case GalBlendFactor.OneMinusDstAlpha:
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case GalBlendFactor.OneMinusDstAlphaGl:
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return BlendingFactor.OneMinusDstAlpha;
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case GalBlendFactor.OneMinusConstantColor:
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case GalBlendFactor.OneMinusConstantColorGl:
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return BlendingFactor.OneMinusConstantColor;
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case GalBlendFactor.ConstantAlpha:
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case GalBlendFactor.ConstantAlphaGl:
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return BlendingFactor.ConstantAlpha;
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case GalBlendFactor.OneMinusConstantAlpha:
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case GalBlendFactor.OneMinusConstantAlphaGl:
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return BlendingFactor.OneMinusConstantAlpha;
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case GalBlendFactor.SrcAlphaSaturate:
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case GalBlendFactor.SrcAlphaSaturateGl:
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return BlendingFactor.SrcAlphaSaturate;
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case GalBlendFactor.Src1Color:
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case GalBlendFactor.Src1ColorGl:
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return BlendingFactor.Src1Color;
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case GalBlendFactor.OneMinusSrc1Color:
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case GalBlendFactor.OneMinusSrc1ColorGl:
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return (BlendingFactor)BlendingFactorSrc.OneMinusSrc1Color;
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case GalBlendFactor.Src1Alpha:
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case GalBlendFactor.Src1AlphaGl:
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return BlendingFactor.Src1Alpha;
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case GalBlendFactor.OneMinusSrc1Alpha:
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case GalBlendFactor.OneMinusSrc1AlphaGl:
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return (BlendingFactor)BlendingFactorSrc.OneMinusSrc1Alpha;
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case GalBlendFactor.ConstantColor:
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case GalBlendFactor.ConstantColorG80:
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case GalBlendFactor.ConstantColorGl:
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return BlendingFactor.ConstantColor;
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}
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@ -121,15 +121,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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StencilFrontOpZPass = GalStencilOp.Keep,
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StencilFrontMask = UInt32.MaxValue,
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BlendEnabled = false,
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BlendSeparateAlpha = false,
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BlendEquationRgb = 0,
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BlendFuncSrcRgb = GalBlendFactor.One,
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BlendFuncDstRgb = GalBlendFactor.Zero,
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BlendEquationAlpha = 0,
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BlendFuncSrcAlpha = GalBlendFactor.One,
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BlendFuncDstAlpha = GalBlendFactor.Zero,
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BlendIndependent = false,
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PrimitiveRestartEnabled = false,
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PrimitiveRestartIndex = 0
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@ -137,7 +129,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
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{
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Old.ColorMasks[Index] = ColorMaskRgba.Default;
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Old.Blends[Index] = BlendState.Default;
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Old.ColorMasks[Index] = ColorMaskState.Default;
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}
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}
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@ -268,49 +262,22 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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}
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}
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if (New.BlendEnabled != Old.BlendEnabled)
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if (New.BlendIndependent)
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{
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Enable(EnableCap.Blend, New.BlendEnabled);
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}
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if (New.BlendEnabled)
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{
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if (New.BlendSeparateAlpha)
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for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
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{
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if (New.BlendEquationRgb != Old.BlendEquationRgb ||
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New.BlendEquationAlpha != Old.BlendEquationAlpha)
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{
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GL.BlendEquationSeparate(
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OGLEnumConverter.GetBlendEquation(New.BlendEquationRgb),
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OGLEnumConverter.GetBlendEquation(New.BlendEquationAlpha));
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}
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if (New.BlendFuncSrcRgb != Old.BlendFuncSrcRgb ||
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New.BlendFuncDstRgb != Old.BlendFuncDstRgb ||
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New.BlendFuncSrcAlpha != Old.BlendFuncSrcAlpha ||
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New.BlendFuncDstAlpha != Old.BlendFuncDstAlpha)
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{
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GL.BlendFuncSeparate(
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(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.BlendFuncSrcRgb),
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(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.BlendFuncDstRgb),
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(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.BlendFuncSrcAlpha),
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(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.BlendFuncDstAlpha));
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}
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SetBlendState(Index, New.Blends[Index], Old.Blends[Index]);
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}
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}
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else
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{
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if (New.BlendIndependent != Old.BlendIndependent)
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{
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SetAllBlendState(New.Blends[0]);
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}
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else
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{
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if (New.BlendEquationRgb != Old.BlendEquationRgb)
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{
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GL.BlendEquation(OGLEnumConverter.GetBlendEquation(New.BlendEquationRgb));
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}
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if (New.BlendFuncSrcRgb != Old.BlendFuncSrcRgb ||
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New.BlendFuncDstRgb != Old.BlendFuncDstRgb)
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{
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GL.BlendFunc(
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OGLEnumConverter.GetBlendFactor(New.BlendFuncSrcRgb),
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OGLEnumConverter.GetBlendFactor(New.BlendFuncDstRgb));
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}
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SetBlendState(New.Blends[0], Old.Blends[0]);
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}
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}
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@ -357,6 +324,136 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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Old = New;
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}
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private void SetAllBlendState(BlendState New)
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{
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Enable(EnableCap.Blend, New.Enabled);
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if (New.Enabled)
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{
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if (New.SeparateAlpha)
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{
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GL.BlendEquationSeparate(
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OGLEnumConverter.GetBlendEquation(New.EquationRgb),
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OGLEnumConverter.GetBlendEquation(New.EquationAlpha));
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GL.BlendFuncSeparate(
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(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
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(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb),
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(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
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(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstAlpha));
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}
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else
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{
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GL.BlendEquation(OGLEnumConverter.GetBlendEquation(New.EquationRgb));
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GL.BlendFunc(
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OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
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OGLEnumConverter.GetBlendFactor(New.FuncDstRgb));
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}
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}
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}
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private void SetBlendState(BlendState New, BlendState Old)
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{
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if (New.Enabled != Old.Enabled)
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{
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Enable(EnableCap.Blend, New.Enabled);
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}
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if (New.Enabled)
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{
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if (New.SeparateAlpha)
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{
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if (New.EquationRgb != Old.EquationRgb ||
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New.EquationAlpha != Old.EquationAlpha)
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{
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GL.BlendEquationSeparate(
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OGLEnumConverter.GetBlendEquation(New.EquationRgb),
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OGLEnumConverter.GetBlendEquation(New.EquationAlpha));
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}
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if (New.FuncSrcRgb != Old.FuncSrcRgb ||
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New.FuncDstRgb != Old.FuncDstRgb ||
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New.FuncSrcAlpha != Old.FuncSrcAlpha ||
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New.FuncDstAlpha != Old.FuncDstAlpha)
|
||||
{
|
||||
GL.BlendFuncSeparate(
|
||||
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
|
||||
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb),
|
||||
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
|
||||
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstAlpha));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (New.EquationRgb != Old.EquationRgb)
|
||||
{
|
||||
GL.BlendEquation(OGLEnumConverter.GetBlendEquation(New.EquationRgb));
|
||||
}
|
||||
|
||||
if (New.FuncSrcRgb != Old.FuncSrcRgb ||
|
||||
New.FuncDstRgb != Old.FuncDstRgb)
|
||||
{
|
||||
GL.BlendFunc(
|
||||
OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
|
||||
OGLEnumConverter.GetBlendFactor(New.FuncDstRgb));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void SetBlendState(int Index, BlendState New, BlendState Old)
|
||||
{
|
||||
if (New.Enabled != Old.Enabled)
|
||||
{
|
||||
Enable(IndexedEnableCap.Blend, Index, New.Enabled);
|
||||
}
|
||||
|
||||
if (New.Enabled)
|
||||
{
|
||||
if (New.SeparateAlpha)
|
||||
{
|
||||
if (New.EquationRgb != Old.EquationRgb ||
|
||||
New.EquationAlpha != Old.EquationAlpha)
|
||||
{
|
||||
GL.BlendEquationSeparate(
|
||||
Index,
|
||||
OGLEnumConverter.GetBlendEquation(New.EquationRgb),
|
||||
OGLEnumConverter.GetBlendEquation(New.EquationAlpha));
|
||||
}
|
||||
|
||||
if (New.FuncSrcRgb != Old.FuncSrcRgb ||
|
||||
New.FuncDstRgb != Old.FuncDstRgb ||
|
||||
New.FuncSrcAlpha != Old.FuncSrcAlpha ||
|
||||
New.FuncDstAlpha != Old.FuncDstAlpha)
|
||||
{
|
||||
GL.BlendFuncSeparate(
|
||||
Index,
|
||||
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
|
||||
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb),
|
||||
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
|
||||
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstAlpha));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (New.EquationRgb != Old.EquationRgb)
|
||||
{
|
||||
GL.BlendEquation(Index, OGLEnumConverter.GetBlendEquation(New.EquationRgb));
|
||||
}
|
||||
|
||||
if (New.FuncSrcRgb != Old.FuncSrcRgb ||
|
||||
New.FuncDstRgb != Old.FuncDstRgb)
|
||||
{
|
||||
GL.BlendFunc(
|
||||
Index,
|
||||
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
|
||||
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void BindConstBuffers(GalPipelineState New)
|
||||
{
|
||||
int FreeBinding = OGLShader.ReservedCbufCount;
|
||||
|
@ -640,6 +737,18 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
}
|
||||
}
|
||||
|
||||
private void Enable(IndexedEnableCap Cap, int Index, bool Enabled)
|
||||
{
|
||||
if (Enabled)
|
||||
{
|
||||
GL.Enable(Cap, Index);
|
||||
}
|
||||
else
|
||||
{
|
||||
GL.Disable(Cap, Index);
|
||||
}
|
||||
}
|
||||
|
||||
public void ResetDepthMask()
|
||||
{
|
||||
Old.DepthWriteEnabled = true;
|
||||
|
@ -647,7 +756,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
|
||||
public void ResetColorMask(int Index)
|
||||
{
|
||||
Old.ColorMasks[Index] = ColorMaskRgba.Default;
|
||||
Old.ColorMasks[Index] = ColorMaskState.Default;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -407,22 +407,59 @@ namespace Ryujinx.Graphics
|
|||
|
||||
private void SetBlending(GalPipelineState State)
|
||||
{
|
||||
//TODO: Support independent blend properly.
|
||||
State.BlendEnabled = ReadRegisterBool(NvGpuEngine3dReg.IBlendNEnable);
|
||||
bool BlendIndependent = ReadRegisterBool(NvGpuEngine3dReg.BlendIndependent);
|
||||
|
||||
if (State.BlendEnabled)
|
||||
State.BlendIndependent = BlendIndependent;
|
||||
|
||||
for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
|
||||
{
|
||||
State.BlendSeparateAlpha = ReadRegisterBool(NvGpuEngine3dReg.IBlendNSeparateAlpha);
|
||||
if (BlendIndependent)
|
||||
{
|
||||
State.Blends[Index].Enabled = ReadRegisterBool(NvGpuEngine3dReg.IBlendNEnable + Index);
|
||||
|
||||
State.BlendEquationRgb = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationRgb);
|
||||
State.BlendFuncSrcRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcRgb);
|
||||
State.BlendFuncDstRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstRgb);
|
||||
State.BlendEquationAlpha = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationAlpha);
|
||||
State.BlendFuncSrcAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha);
|
||||
State.BlendFuncDstAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha);
|
||||
if (State.Blends[Index].Enabled)
|
||||
{
|
||||
State.Blends[Index].SeparateAlpha = ReadRegisterBool(NvGpuEngine3dReg.IBlendNSeparateAlpha + Index * 8);
|
||||
|
||||
State.Blends[Index].EquationRgb = ReadBlendEquation(NvGpuEngine3dReg.IBlendNEquationRgb + Index * 8);
|
||||
State.Blends[Index].FuncSrcRgb = ReadBlendFactor (NvGpuEngine3dReg.IBlendNFuncSrcRgb + Index * 8);
|
||||
State.Blends[Index].FuncDstRgb = ReadBlendFactor (NvGpuEngine3dReg.IBlendNFuncDstRgb + Index * 8);
|
||||
State.Blends[Index].EquationAlpha = ReadBlendEquation(NvGpuEngine3dReg.IBlendNEquationAlpha + Index * 8);
|
||||
State.Blends[Index].FuncSrcAlpha = ReadBlendFactor (NvGpuEngine3dReg.IBlendNFuncSrcAlpha + Index * 8);
|
||||
State.Blends[Index].FuncDstAlpha = ReadBlendFactor (NvGpuEngine3dReg.IBlendNFuncDstAlpha + Index * 8);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//It seems that even when independent blend is disabled, the first IBlend enable
|
||||
//register is still set to indicate whenever blend is enabled or not (?).
|
||||
State.Blends[Index].Enabled = ReadRegisterBool(NvGpuEngine3dReg.IBlendNEnable);
|
||||
|
||||
if (State.Blends[Index].Enabled)
|
||||
{
|
||||
State.Blends[Index].SeparateAlpha = ReadRegisterBool(NvGpuEngine3dReg.BlendSeparateAlpha);
|
||||
|
||||
State.Blends[Index].EquationRgb = ReadBlendEquation(NvGpuEngine3dReg.BlendEquationRgb);
|
||||
State.Blends[Index].FuncSrcRgb = ReadBlendFactor (NvGpuEngine3dReg.BlendFuncSrcRgb);
|
||||
State.Blends[Index].FuncDstRgb = ReadBlendFactor (NvGpuEngine3dReg.BlendFuncDstRgb);
|
||||
State.Blends[Index].EquationAlpha = ReadBlendEquation(NvGpuEngine3dReg.BlendEquationAlpha);
|
||||
State.Blends[Index].FuncSrcAlpha = ReadBlendFactor (NvGpuEngine3dReg.BlendFuncSrcAlpha);
|
||||
State.Blends[Index].FuncDstAlpha = ReadBlendFactor (NvGpuEngine3dReg.BlendFuncDstAlpha);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private GalBlendEquation ReadBlendEquation(NvGpuEngine3dReg Register)
|
||||
{
|
||||
return (GalBlendEquation)ReadRegister(Register);
|
||||
}
|
||||
|
||||
private GalBlendFactor ReadBlendFactor(NvGpuEngine3dReg Register)
|
||||
{
|
||||
return (GalBlendFactor)ReadRegister(Register);
|
||||
}
|
||||
|
||||
private void SetColorMask(GalPipelineState State)
|
||||
{
|
||||
bool ColorMaskCommon = ReadRegisterBool(NvGpuEngine3dReg.ColorMaskCommon);
|
||||
|
@ -514,10 +551,8 @@ namespace Ryujinx.Graphics
|
|||
{
|
||||
if (TextureHandle == 0)
|
||||
{
|
||||
//TODO: Is this correct?
|
||||
//Some games like puyo puyo will have 0 handles.
|
||||
//It may be just normal behaviour or a bug caused by sync issues.
|
||||
//The game does initialize the value properly after through.
|
||||
//FIXME: Some games like puyo puyo will use handles with the value 0.
|
||||
//This is a bug, most likely caused by sync issues.
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -603,7 +638,7 @@ namespace Ryujinx.Graphics
|
|||
|
||||
if (IndexEntrySize > 4)
|
||||
{
|
||||
throw new InvalidOperationException();
|
||||
throw new InvalidOperationException("Invalid index entry size \"" + IndexEntrySize + "\"!");
|
||||
}
|
||||
|
||||
if (IndexCount != 0)
|
||||
|
|
|
@ -37,7 +37,7 @@ namespace Ryujinx.Graphics
|
|||
ZetaVert = 0x48b,
|
||||
ZetaArrayMode = 0x48c,
|
||||
DepthTestEnable = 0x4b3,
|
||||
IBlendEnable = 0x4b9,
|
||||
BlendIndependent = 0x4b9,
|
||||
DepthWriteEnable = 0x4ba,
|
||||
DepthTestFunction = 0x4c3,
|
||||
BlendSeparateAlpha = 0x4cf,
|
||||
|
@ -47,7 +47,7 @@ namespace Ryujinx.Graphics
|
|||
BlendEquationAlpha = 0x4d3,
|
||||
BlendFuncSrcAlpha = 0x4d4,
|
||||
BlendFuncDstAlpha = 0x4d6,
|
||||
BlendEnableMaster = 0x4d7,
|
||||
BlendEnable = 0x4d7,
|
||||
IBlendNEnable = 0x4d8,
|
||||
StencilEnable = 0x4e0,
|
||||
StencilFrontOpFail = 0x4e1,
|
||||
|
|
Loading…
Reference in a new issue