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Implement Logical Operation registers and functionality (#1380)
* Implement Logical Operation registers and functionality. * Address Feedback 1
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@ -42,6 +42,8 @@ namespace Ryujinx.Graphics.GAL
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void SetImage(int index, ShaderStage stage, ITexture texture);
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void SetLogicOpState(bool enable, LogicalOp op);
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void SetOrigin(Origin origin);
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void SetPointSize(float size);
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22
Ryujinx.Graphics.GAL/LogicalOp.cs
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22
Ryujinx.Graphics.GAL/LogicalOp.cs
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@ -0,0 +1,22 @@
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namespace Ryujinx.Graphics.GAL
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{
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public enum LogicalOp
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{
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Clear = 0x1500,
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And = 0x1501,
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AndReverse = 0x1502,
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Copy = 0x1503,
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AndInverted = 0x1504,
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Noop = 0x1505,
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Xor = 0x1506,
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Or = 0x1507,
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Nor = 0x1508,
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Equiv = 0x1509,
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Invert = 0x150A,
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OrReverse = 0x150B,
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CopyInverted = 0x150C,
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OrInverted = 0x150D,
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Nand = 0x150E,
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Set = 0x150F
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}
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}
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@ -252,6 +252,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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UpdateBlendState(state);
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}
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if (state.QueryModified(MethodOffset.LogicOpState))
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{
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UpdateLogicOpState(state);
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}
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CommitBindings();
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}
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@ -875,6 +880,17 @@ namespace Ryujinx.Graphics.Gpu.Engine
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}
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}
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/// <summary>
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/// Updates host logical operation state, based on guest state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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public void UpdateLogicOpState(GpuState state)
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{
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LogicalOpState logicOpState = state.Get<LogicalOpState>(MethodOffset.LogicOpState);
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_context.Renderer.Pipeline.SetLogicOpState(logicOpState.Enable, logicOpState.LogicalOp);
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}
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/// <summary>
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/// Storage buffer address and size information.
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/// </summary>
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12
Ryujinx.Graphics.Gpu/State/LogicalOpState.cs
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12
Ryujinx.Graphics.Gpu/State/LogicalOpState.cs
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using Ryujinx.Graphics.GAL;
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namespace Ryujinx.Graphics.Gpu.State
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{
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struct LogicalOpState
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{
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#pragma warning disable CS0649
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public Boolean32 Enable;
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public LogicalOp LogicalOp;
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#pragma warning restore CS0649
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}
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}
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@ -92,6 +92,7 @@ namespace Ryujinx.Graphics.Gpu.State
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FaceState = 0x646,
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ViewportTransformEnable = 0x64b,
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ViewVolumeClipControl = 0x64f,
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LogicOpState = 0x671,
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Clear = 0x674,
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RtColorMask = 0x680,
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ReportState = 0x6c0,
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@ -443,5 +443,48 @@ namespace Ryujinx.Graphics.OpenGL
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return NvViewportSwizzle.ViewportSwizzlePositiveXNv;
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}
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public static All Convert(this LogicalOp op)
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{
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switch (op)
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{
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case LogicalOp.Clear:
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return All.Clear;
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case LogicalOp.And:
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return All.And;
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case LogicalOp.AndReverse:
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return All.AndReverse;
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case LogicalOp.Copy:
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return All.Copy;
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case LogicalOp.AndInverted:
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return All.AndInverted;
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case LogicalOp.Noop:
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return All.Noop;
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case LogicalOp.Xor:
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return All.Xor;
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case LogicalOp.Or:
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return All.Or;
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case LogicalOp.Nor:
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return All.Nor;
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case LogicalOp.Equiv:
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return All.Equiv;
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case LogicalOp.Invert:
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return All.Invert;
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case LogicalOp.OrReverse:
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return All.OrReverse;
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case LogicalOp.CopyInverted:
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return All.CopyInverted;
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case LogicalOp.OrInverted:
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return All.OrInverted;
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case LogicalOp.Nand:
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return All.Nand;
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case LogicalOp.Set:
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return All.Set;
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}
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Logger.PrintDebug(LogClass.Gpu, $"Invalid {nameof(LogicalOp)} enum value: {op}.");
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return All.Never;
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}
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}
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}
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@ -547,6 +547,20 @@ namespace Ryujinx.Graphics.OpenGL
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GL.Enable(IndexedEnableCap.Blend, index);
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}
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public void SetLogicOpState(bool enable, LogicalOp op)
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{
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if (enable)
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{
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GL.Enable(EnableCap.ColorLogicOp);
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GL.LogicOp((LogicOp)op.Convert());
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}
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else
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{
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GL.Disable(EnableCap.ColorLogicOp);
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}
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}
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public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
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{
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if ((enables & PolygonModeMask.Point) != 0)
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