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Add depth range support on the GPU (#472)
* Add depth range support on the GPU * Address PR feedback
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@ -43,6 +43,8 @@
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public bool DepthTestEnabled;
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public bool DepthWriteEnabled;
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public GalComparisonOp DepthFunc;
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public float DepthRangeNear;
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public float DepthRangeFar;
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public bool StencilTestEnabled;
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public bool StencilTwoSideEnabled;
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@ -95,44 +95,46 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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FrontFace = GalFrontFace.CCW,
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CullFaceEnabled = false,
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CullFace = GalCullFace.Back,
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CullFace = GalCullFace.Back,
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DepthTestEnabled = false,
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DepthTestEnabled = false,
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DepthWriteEnabled = true,
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DepthFunc = GalComparisonOp.Less,
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DepthFunc = GalComparisonOp.Less,
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DepthRangeNear = 0,
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DepthRangeFar = 1,
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StencilTestEnabled = false,
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StencilBackFuncFunc = GalComparisonOp.Always,
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StencilBackFuncRef = 0,
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StencilBackFuncRef = 0,
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StencilBackFuncMask = UInt32.MaxValue,
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StencilBackOpFail = GalStencilOp.Keep,
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StencilBackOpZFail = GalStencilOp.Keep,
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StencilBackOpZPass = GalStencilOp.Keep,
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StencilBackMask = UInt32.MaxValue,
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StencilBackOpFail = GalStencilOp.Keep,
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StencilBackOpZFail = GalStencilOp.Keep,
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StencilBackOpZPass = GalStencilOp.Keep,
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StencilBackMask = UInt32.MaxValue,
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StencilFrontFuncFunc = GalComparisonOp.Always,
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StencilFrontFuncRef = 0,
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StencilFrontFuncRef = 0,
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StencilFrontFuncMask = UInt32.MaxValue,
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StencilFrontOpFail = GalStencilOp.Keep,
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StencilFrontOpZFail = GalStencilOp.Keep,
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StencilFrontOpZPass = GalStencilOp.Keep,
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StencilFrontMask = UInt32.MaxValue,
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StencilFrontOpFail = GalStencilOp.Keep,
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StencilFrontOpZFail = GalStencilOp.Keep,
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StencilFrontOpZPass = GalStencilOp.Keep,
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StencilFrontMask = UInt32.MaxValue,
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BlendEnabled = false,
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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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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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BlendFuncSrcAlpha = GalBlendFactor.One,
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BlendFuncDstAlpha = GalBlendFactor.Zero,
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ColorMask = ColorMaskRgba.Default,
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PrimitiveRestartEnabled = false,
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PrimitiveRestartIndex = 0
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PrimitiveRestartIndex = 0
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};
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for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
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@ -195,6 +197,12 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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}
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}
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if (New.DepthRangeNear != Old.DepthRangeNear ||
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New.DepthRangeFar != Old.DepthRangeFar)
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{
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GL.DepthRange(New.DepthRangeNear, New.DepthRangeFar);
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}
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if (New.StencilTestEnabled != Old.StencilTestEnabled)
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{
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Enable(EnableCap.StencilTest, New.StencilTestEnabled);
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@ -371,6 +371,9 @@ namespace Ryujinx.Graphics
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{
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State.DepthFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.DepthTestFunction);
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}
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State.DepthRangeNear = ReadRegisterFloat(NvGpuEngine3dReg.DepthRangeNNear);
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State.DepthRangeFar = ReadRegisterFloat(NvGpuEngine3dReg.DepthRangeNFar);
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}
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private void SetStencil(GalPipelineState State)
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@ -15,6 +15,8 @@ namespace Ryujinx.Graphics
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ViewportNTranslateZ = 0x285,
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ViewportNHoriz = 0x300,
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ViewportNVert = 0x301,
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DepthRangeNNear = 0x302,
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DepthRangeNFar = 0x303,
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VertexArrayFirst = 0x35d,
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VertexArrayCount = 0x35e,
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ClearNColor = 0x360,
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