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Maxwell3D: Reorganize and address feedback
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4be61013a1
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@ -70,6 +70,10 @@ void Maxwell3D::InitializeRegisterDefaults() {
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regs.stencil_back_func_mask = 0xFFFFFFFF;
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regs.stencil_back_mask = 0xFFFFFFFF;
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regs.depth_test_func = Regs::ComparisonOp::Always;
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regs.cull.front_face = Regs::Cull::FrontFace::CounterClockWise;
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regs.cull.cull_face = Regs::Cull::CullFace::Back;
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// TODO(Rodrigo): Most games do not set a point size. I think this is a case of a
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// register carrying a default value. Assume it's OpenGL's default (1).
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regs.point_size = 1.0f;
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@ -1246,8 +1246,6 @@ private:
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/// Interpreter for the macro codes uploaded to the GPU.
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MacroInterpreter macro_interpreter;
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Upload::State upload_state;
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static constexpr u32 null_cb_data = 0xFFFFFFFF;
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struct {
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std::array<std::array<u32, 0x4000>, 16> buffer;
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@ -1257,6 +1255,8 @@ private:
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u32 counter{};
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} cb_data_state;
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Upload::State upload_state;
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/// Retrieves information about a specific TIC entry from the TIC buffer.
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Texture::TICEntry GetTICEntry(u32 tic_index) const;
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@ -993,37 +993,42 @@ void RasterizerOpenGL::SyncCullMode() {
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const auto& regs = maxwell3d.regs;
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state.cull.enabled = regs.cull.enabled != 0;
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state.cull.front_face = MaxwellToGL::FrontFace(regs.cull.front_face);
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state.cull.mode = MaxwellToGL::CullFace(regs.cull.cull_face);
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if (state.cull.enabled) {
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state.cull.front_face = MaxwellToGL::FrontFace(regs.cull.front_face);
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state.cull.mode = MaxwellToGL::CullFace(regs.cull.cull_face);
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const bool flip_triangles{regs.screen_y_control.triangle_rast_flip == 0 ||
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regs.viewport_transform[0].scale_y < 0.0f};
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const bool flip_triangles{regs.screen_y_control.triangle_rast_flip == 0 ||
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regs.viewport_transform[0].scale_y < 0.0f};
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// If the GPU is configured to flip the rasterized triangles, then we need to flip the
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// notion of front and back. Note: We flip the triangles when the value of the register is 0
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// because OpenGL already does it for us.
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if (flip_triangles) {
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if (state.cull.front_face == GL_CCW)
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state.cull.front_face = GL_CW;
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else if (state.cull.front_face == GL_CW)
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state.cull.front_face = GL_CCW;
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// If the GPU is configured to flip the rasterized triangles, then we need to flip the
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// notion of front and back. Note: We flip the triangles when the value of the register is 0
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// because OpenGL already does it for us.
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if (flip_triangles) {
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if (state.cull.front_face == GL_CCW)
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state.cull.front_face = GL_CW;
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else if (state.cull.front_face == GL_CW)
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state.cull.front_face = GL_CCW;
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}
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}
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}
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void RasterizerOpenGL::SyncPrimitiveRestart() {
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auto& maxwell3d = system.GPU().Maxwell3D();
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const auto& regs = maxwell3d.regs;
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const auto& regs = system.GPU().Maxwell3D().regs;
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state.primitive_restart.enabled = regs.primitive_restart.enabled;
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state.primitive_restart.index = regs.primitive_restart.index;
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}
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void RasterizerOpenGL::SyncDepthTestState() {
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auto& maxwell3d = system.GPU().Maxwell3D();
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const auto& regs = maxwell3d.regs;
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const auto& regs = system.GPU().Maxwell3D().regs;
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state.depth.test_enabled = regs.depth_test_enable != 0;
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state.depth.write_mask = regs.depth_write_enabled ? GL_TRUE : GL_FALSE;
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if (!state.depth.test_enabled) {
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return;
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}
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state.depth.test_func = MaxwellToGL::ComparisonOp(regs.depth_test_func);
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}
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@ -1035,6 +1040,10 @@ void RasterizerOpenGL::SyncStencilTestState() {
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const auto& regs = maxwell3d.regs;
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state.stencil.test_enabled = regs.stencil_enable != 0;
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if (!regs.stencil_enable) {
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return;
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}
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state.stencil.front.test_func = MaxwellToGL::ComparisonOp(regs.stencil_front_func_func);
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state.stencil.front.test_ref = regs.stencil_front_func_ref;
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state.stencil.front.test_mask = regs.stencil_front_func_mask;
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