Add FaceAttr in GLSL, unmanaged case in EmitTex and ConstantColorG80 blend factor (#207)

* Add FaceAttr (0x3fc) input attribute in GLSL

* Implement unmanaged case in EmitTex

* Add ConstantColor for 0xC001 (G80) from PR #145
This commit is contained in:
ReinUsesLisp 2018-07-03 20:06:13 -03:00 committed by gdkchan
parent 741773910d
commit 9cbf908cf5
5 changed files with 46 additions and 16 deletions

View File

@ -20,6 +20,7 @@ namespace Ryujinx.Graphics.Gal
ConstantColor = 0x61,
OneMinusConstantColor = 0x62,
ConstantAlpha = 0x63,
OneMinusConstantAlpha = 0x64
OneMinusConstantAlpha = 0x64,
ConstantColorG80 = 0xc001
}
}

View File

@ -187,7 +187,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
case GalBlendFactor.OneMinusSrcAlpha: return BlendingFactor.OneMinusSrcAlpha;
case GalBlendFactor.DstAlpha: return BlendingFactor.DstAlpha;
case GalBlendFactor.OneMinusDstAlpha: return BlendingFactor.OneMinusDstAlpha;
case GalBlendFactor.ConstantColor: return BlendingFactor.ConstantColor;
case GalBlendFactor.OneMinusConstantColor: return BlendingFactor.OneMinusConstantColor;
case GalBlendFactor.ConstantAlpha: return BlendingFactor.ConstantAlpha;
case GalBlendFactor.OneMinusConstantAlpha: return BlendingFactor.OneMinusConstantAlpha;
@ -196,6 +195,10 @@ namespace Ryujinx.Graphics.Gal.OpenGL
case GalBlendFactor.OneMinusSrc1Color: return (BlendingFactor)BlendingFactorSrc.OneMinusSrc1Color;
case GalBlendFactor.Src1Alpha: return BlendingFactor.Src1Alpha;
case GalBlendFactor.OneMinusSrc1Alpha: return (BlendingFactor)BlendingFactorSrc.OneMinusSrc1Alpha;
case GalBlendFactor.ConstantColor:
case GalBlendFactor.ConstantColorG80:
return BlendingFactor.ConstantColor;
}
throw new ArgumentException(nameof(BlendFactor));

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@ -9,6 +9,7 @@ namespace Ryujinx.Graphics.Gal.Shader
public const int TessCoordAttrZ = 0x2f8;
public const int InstanceIdAttr = 0x2f8;
public const int VertexIdAttr = 0x2fc;
public const int FaceAttr = 0x3fc;
public const int GlPositionWAttr = 0x7c;
public const int MaxUboSize = 1024;
@ -208,7 +209,8 @@ namespace Ryujinx.Graphics.Gal.Shader
{
//This is a built-in input variable.
if (Abuf.Offs == VertexIdAttr ||
Abuf.Offs == InstanceIdAttr)
Abuf.Offs == InstanceIdAttr ||
Abuf.Offs == FaceAttr)
{
break;
}

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@ -658,6 +658,14 @@ namespace Ryujinx.Graphics.Gal.Shader
case GlslDecl.TessCoordAttrZ: return "gl_TessCoord.z";
}
}
else if (Decl.ShaderType == GalShaderType.Fragment)
{
switch (Abuf.Offs)
{
//Note: It's a guess that Maxwell's face is 1 when gl_FrontFacing == true
case GlslDecl.FaceAttr: return "(gl_FrontFacing ? 1 : 0)";
}
}
return GetAttrTempName(Abuf);
}
@ -1084,7 +1092,8 @@ namespace Ryujinx.Graphics.Gal.Shader
{
case ShaderIrOperAbuf Abuf:
return Abuf.Offs == GlslDecl.VertexIdAttr ||
Abuf.Offs == GlslDecl.InstanceIdAttr
Abuf.Offs == GlslDecl.InstanceIdAttr ||
Abuf.Offs == GlslDecl.FaceAttr
? OperType.I32
: OperType.F32;

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@ -8,6 +8,29 @@ namespace Ryujinx.Graphics.Gal.Shader
{
private const int TempRegStart = 0x100;
private const int ____ = 0x0;
private const int R___ = 0x1;
private const int _G__ = 0x2;
private const int RG__ = 0x3;
private const int __B_ = 0x4;
private const int RGB_ = 0x7;
private const int ___A = 0x8;
private const int R__A = 0x9;
private const int _G_A = 0xa;
private const int RG_A = 0xb;
private const int __BA = 0xc;
private const int R_BA = 0xd;
private const int _GBA = 0xe;
private const int RGBA = 0xf;
private static int[,] MaskLut = new int[,]
{
{ ____, ____, ____, ____, ____, ____, ____, ____ },
{ R___, _G__, __B_, ___A, RG__, ____, ____, ____ },
{ R___, _G__, __B_, ___A, RG__, R__A, _G_A, __BA },
{ RGB_, RG_A, R_BA, _GBA, RGBA, ____, ____, ____ }
};
public static void Ld_A(ShaderIrBlock Block, long OpCode)
{
ShaderIrNode[] Opers = GetOperAbuf20(OpCode);
@ -167,20 +190,12 @@ namespace Ryujinx.Graphics.Gal.Shader
ShaderIrNode OperB = GetOperGpr20 (OpCode);
ShaderIrNode OperC = GetOperImm13_36(OpCode);
bool TwoDests = GetOperGpr28(OpCode).Index != ShaderIrOperGpr.ZRIndex;
int LutIndex;
int ChMask;
LutIndex = GetOperGpr0(OpCode).Index != ShaderIrOperGpr.ZRIndex ? 1 : 0;
LutIndex |= GetOperGpr28(OpCode).Index != ShaderIrOperGpr.ZRIndex ? 2 : 0;
switch ((OpCode >> 50) & 7)
{
case 0: ChMask = TwoDests ? 0x7 : 0x1; break;
case 1: ChMask = TwoDests ? 0xb : 0x2; break;
case 2: ChMask = TwoDests ? 0xd : 0x4; break;
case 3: ChMask = TwoDests ? 0xe : 0x8; break;
case 4: ChMask = TwoDests ? 0xf : 0x3; break;
default: throw new InvalidOperationException();
}
int ChMask = MaskLut[LutIndex, (OpCode >> 50) & 7];
for (int Ch = 0; Ch < 4; Ch++)
{