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Merge pull request #6316 from stenzek/videocommon-viewport
Move guest viewport conversion to VideoCommon
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stenzek committed Feb 19, 2018
2 parents a2d2a0a + c1b39ec commit 456c2f4
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Showing 12 changed files with 126 additions and 207 deletions.
@@ -258,10 +258,10 @@ bool Renderer::CheckForResize()
return false;
}

void Renderer::SetScissorRect(const EFBRectangle& rc)
void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
{
TargetRectangle trc = ConvertEFBRectangle(rc);
D3D::context->RSSetScissorRects(1, trc.AsRECT());
const RECT rect = {rc.left, rc.top, rc.right, rc.bottom};
D3D::context->RSSetScissorRects(1, &rect);
}

// This function allows the CPU to directly access the EFB.
@@ -445,59 +445,17 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
RestoreAPIState();
}

void Renderer::SetViewport()
void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth)
{
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2
// [1] = height/2
// [2] = 16777215 * (farz - nearz)
// [3] = xorig + width/2 + 342
// [4] = yorig + height/2 + 342
// [5] = 16777215 * farz

// D3D crashes for zero viewports
if (xfmem.viewport.wd == 0 || xfmem.viewport.ht == 0)
return;

int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2;

float X = Renderer::EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissorXOff);
float Y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff);
float Wd = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
float Ht = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
float max_depth = xfmem.viewport.farZ / 16777216.0f;
if (Wd < 0.0f)
{
X += Wd;
Wd = -Wd;
}
if (Ht < 0.0f)
{
Y += Ht;
Ht = -Ht;
}

// If an inverted or oversized depth range is used, we need to calculate the depth range in the
// vertex shader.
if (UseVertexDepthRange())
{
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
min_depth = 0.0f;
max_depth = GX_MAX_DEPTH;
}

// In D3D, the viewport rectangle must fit within the render target.
X = (X >= 0.f) ? X : 0.f;
Y = (Y >= 0.f) ? Y : 0.f;
Wd = (X + Wd <= GetTargetWidth()) ? Wd : (GetTargetWidth() - X);
Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y);

// We use an inverted depth range here to apply the Reverse Z trick.
// This trick makes sure we match the precision provided by the 1:0
// clipping depth range on the hardware.
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - max_depth, 1.0f - min_depth);
D3D11_VIEWPORT vp;
vp.TopLeftX = MathUtil::Clamp(x, 0.0f, static_cast<float>(m_target_width - 1));
vp.TopLeftY = MathUtil::Clamp(y, 0.0f, static_cast<float>(m_target_height - 1));
vp.Width = MathUtil::Clamp(width, 1.0f, static_cast<float>(m_target_width) - vp.TopLeftX);
vp.Height = MathUtil::Clamp(height, 1.0f, static_cast<float>(m_target_height) - vp.TopLeftY);
vp.MinDepth = near_depth;
vp.MaxDepth = far_depth;
D3D::context->RSSetViewports(1, &vp);
}

@@ -673,7 +631,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
// begin next frame
RestoreAPIState();
FramebufferManager::BindEFBRenderTarget();
SetViewport();
}

// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
@@ -690,7 +647,7 @@ void Renderer::RestoreAPIState()
D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState();
SetViewport();
BPFunctions::SetViewport();
BPFunctions::SetScissor();
}

@@ -27,14 +27,15 @@ class Renderer : public ::Renderer
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;

void SetBlendingState(const BlendingState& state) override;
void SetScissorRect(const EFBRectangle& rc) override;
void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
void SetRasterizationState(const RasterizationState& state) override;
void SetDepthState(const DepthState& state) override;
void SetTexture(u32 index, const AbstractTexture* texture) override;
void SetSamplerState(u32 index, const SamplerState& state) override;
void UnbindTexture(const AbstractTexture* texture) override;
void SetInterlacingMode() override;
void SetViewport() override;
void SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth) override;
void SetFullscreen(bool enable_fullscreen) override;
bool IsFullscreen() const override;

@@ -863,20 +863,9 @@ TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
return result;
}

// Function: This function handles the OpenGL glScissor() function
// ----------------------------
// Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg()
// case 0x52 > SetScissorRect()
// ----------------------------
// bpmem.scissorTL.x, y = 342x342
// bpmem.scissorBR.x, y = 981x821
// Renderer::GetTargetHeight() = the fixed ini file setting
// donkopunchstania - it appears scissorBR is the bottom right pixel inside the scissor box
// therefore the width and height are (scissorBR + 1) - scissorTL
void Renderer::SetScissorRect(const EFBRectangle& rc)
void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
{
TargetRectangle trc = ConvertEFBRectangle(rc);
glScissor(trc.left, trc.bottom, trc.GetWidth(), trc.GetHeight());
glScissor(rc.left, rc.bottom, rc.GetWidth(), rc.GetHeight());
}

void ClearEFBCache()
@@ -1136,75 +1125,23 @@ void Renderer::BBoxWrite(int index, u16 _value)
BoundingBox::Set(index, value);
}

void Renderer::SetViewport()
void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth)
{
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2
// [1] = height/2
// [2] = 16777215 * (farz - nearz)
// [3] = xorig + width/2 + 342
// [4] = yorig + height/2 + 342
// [5] = 16777215 * farz

int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2;

// TODO: ceil, floor or just cast to int?
float X = EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - (float)scissorXOff);
float Y = EFBToScaledYf((float)EFB_HEIGHT - xfmem.viewport.yOrig + xfmem.viewport.ht +
(float)scissorYOff);
float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd);
float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht);
float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
float max_depth = xfmem.viewport.farZ / 16777216.0f;
if (Width < 0)
{
X += Width;
Width *= -1;
}
if (Height < 0)
{
Y += Height;
Height *= -1;
}

// Update the view port
// The x/y parameters here assume a upper-left origin. glViewport takes an offset from the
// lower-left of the framebuffer, so we must set y to the distance from the lower-left.
y = static_cast<float>(m_target_height) - y - height;
if (g_ogl_config.bSupportViewportFloat)
{
glViewportIndexedf(0, X, Y, Width, Height);
glViewportIndexedf(0, x, y, width, height);
}
else
{
auto iceilf = [](float f) { return static_cast<GLint>(ceilf(f)); };
glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
}

if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
{
// There's no way to support oversized depth ranges in this situation. Let's just clamp the
// range to the maximum value supported by the console GPU and hope for the best.
min_depth = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH);
max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH);
}

if (UseVertexDepthRange())
{
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
// Taking into account whether the depth range is inverted or not.
if (xfmem.viewport.zRange < 0.0f)
{
min_depth = GX_MAX_DEPTH;
max_depth = 0.0f;
}
else
{
min_depth = 0.0f;
max_depth = GX_MAX_DEPTH;
}
auto iceilf = [](float f) { return static_cast<GLint>(std::ceil(f)); };
glViewport(iceilf(x), iceilf(y), iceilf(width), iceilf(height));
}

// Set the reversed depth range.
glDepthRangef(max_depth, min_depth);
glDepthRangef(near_depth, far_depth);
}

void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
@@ -1563,9 +1500,9 @@ void Renderer::RestoreAPIState()
}
BPFunctions::SetGenerationMode();
BPFunctions::SetScissor();
BPFunctions::SetViewport();
BPFunctions::SetDepthMode();
BPFunctions::SetBlendMode();
SetViewport();

ProgramShaderCache::BindLastVertexFormat();
const VertexManager* const vm = static_cast<VertexManager*>(g_vertex_manager.get());
@@ -91,14 +91,15 @@ class Renderer : public ::Renderer
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;

void SetBlendingState(const BlendingState& state) override;
void SetScissorRect(const EFBRectangle& rc) override;
void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
void SetRasterizationState(const RasterizationState& state) override;
void SetDepthState(const DepthState& state) override;
void SetTexture(u32 index, const AbstractTexture* texture) override;
void SetSamplerState(u32 index, const SamplerState& state) override;
void UnbindTexture(const AbstractTexture* texture) override;
void SetInterlacingMode() override;
void SetViewport() override;
void SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth) override;

void RenderText(const std::string& text, int left, int top, u32 color) override;

@@ -810,7 +810,7 @@ void Renderer::RecreateEFBFramebuffer()
BindEFBToStateTracker();

// Viewport and scissor rect have to be reset since they will be scaled differently.
SetViewport();
BPFunctions::SetViewport();
BPFunctions::SetScissor();
}

@@ -899,53 +899,18 @@ void Renderer::SetInterlacingMode()
{
}

void Renderer::SetScissorRect(const EFBRectangle& rc)
void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
{
TargetRectangle target_rc = ConvertEFBRectangle(rc);

VkRect2D scissor = {
{target_rc.left, target_rc.top},
{static_cast<uint32_t>(target_rc.GetWidth()), static_cast<uint32_t>(target_rc.GetHeight())}};

VkRect2D scissor = {{rc.left, rc.top},
{static_cast<u32>(rc.GetWidth()), static_cast<u32>(rc.GetHeight())}};
StateTracker::GetInstance()->SetScissor(scissor);
}

void Renderer::SetViewport()
void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth)
{
int scissor_x_offset = bpmem.scissorOffset.x * 2;
int scissor_y_offset = bpmem.scissorOffset.y * 2;

float x = Renderer::EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissor_x_offset);
float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset);
float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
float max_depth = xfmem.viewport.farZ / 16777216.0f;
if (width < 0.0f)
{
x += width;
width = -width;
}
if (height < 0.0f)
{
y += height;
height = -height;
}

// If an oversized or inverted depth range is used, we need to calculate the depth range in the
// vertex shader.
// TODO: Inverted depth ranges are bugged in all drivers, which should be added to DriverDetails.
if (UseVertexDepthRange())
{
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
min_depth = 0.0f;
max_depth = GX_MAX_DEPTH;
}

// We use an inverted depth range here to apply the Reverse Z trick.
// This trick makes sure we match the precision provided by the 1:0
// clipping depth range on the hardware.
VkViewport viewport = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth};
VkViewport viewport = {x, y, std::max(width, 1.0f), std::max(height, 1.0f),
near_depth, far_depth};
StateTracker::GetInstance()->SetViewport(viewport);
}

@@ -60,14 +60,15 @@ class Renderer : public ::Renderer
void RestoreAPIState() override;

void SetBlendingState(const BlendingState& state) override;
void SetScissorRect(const EFBRectangle& rc) override;
void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
void SetRasterizationState(const RasterizationState& state) override;
void SetDepthState(const DepthState& state) override;
void SetTexture(u32 index, const AbstractTexture* texture) override;
void SetSamplerState(u32 index, const SamplerState& state) override;
void UnbindTexture(const AbstractTexture* texture) override;
void SetInterlacingMode() override;
void SetViewport() override;
void SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth) override;

void ChangeSurface(void* new_surface_handle) override;

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