diff --git a/hw/xbox/nv2a/pgraph/gl/draw.c b/hw/xbox/nv2a/pgraph/gl/draw.c index 975cc79598..830494cde6 100644 --- a/hw/xbox/nv2a/pgraph/gl/draw.c +++ b/hw/xbox/nv2a/pgraph/gl/draw.c @@ -208,38 +208,10 @@ void pgraph_gl_draw_begin(NV2AState *d) & NV_PGRAPH_SETUPRASTER_FRONTFACE ? GL_CW : GL_CCW); - /* Polygon offset */ - /* FIXME: GL implementation-specific, maybe do this in VS? */ - if (pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER) & - NV_PGRAPH_SETUPRASTER_POFFSETFILLENABLE) { - glEnable(GL_POLYGON_OFFSET_FILL); - } else { - glDisable(GL_POLYGON_OFFSET_FILL); - } - if (pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER) & - NV_PGRAPH_SETUPRASTER_POFFSETLINEENABLE) { - glEnable(GL_POLYGON_OFFSET_LINE); - } else { - glDisable(GL_POLYGON_OFFSET_LINE); - } - if (pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER) & - NV_PGRAPH_SETUPRASTER_POFFSETPOINTENABLE) { - glEnable(GL_POLYGON_OFFSET_POINT); - } else { - glDisable(GL_POLYGON_OFFSET_POINT); - } - if (pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER) & - (NV_PGRAPH_SETUPRASTER_POFFSETFILLENABLE | - NV_PGRAPH_SETUPRASTER_POFFSETLINEENABLE | - NV_PGRAPH_SETUPRASTER_POFFSETPOINTENABLE)) { - uint32_t zfactor_u32 = pgraph_reg_r(pg, NV_PGRAPH_ZOFFSETFACTOR); - GLfloat zfactor = *(float*)&zfactor_u32; - uint32_t zbias_u32 = pgraph_reg_r(pg, NV_PGRAPH_ZOFFSETBIAS); - GLfloat zbias = *(float*)&zbias_u32; - // FIXME: with Linux and Mesa, zbias must be multiplied by 0.5 in - // order to have the same depth value offset as Xbox. - glPolygonOffset(zfactor, zbias); - } + /* Polygon offset is handled in geometry and fragment shaders explicitly */ + glDisable(GL_POLYGON_OFFSET_FILL); + glDisable(GL_POLYGON_OFFSET_LINE); + glDisable(GL_POLYGON_OFFSET_POINT); /* Depth testing */ if (depth_test) { @@ -255,12 +227,6 @@ void pgraph_gl_draw_begin(NV2AState *d) glEnable(GL_DEPTH_CLAMP); - if (GET_MASK(pgraph_reg_r(pg, NV_PGRAPH_CONTROL_3), - NV_PGRAPH_CONTROL_3_SHADEMODE) == - NV_PGRAPH_CONTROL_3_SHADEMODE_FLAT) { - glProvokingVertex(GL_FIRST_VERTEX_CONVENTION); - } - if (stencil_test) { glEnable(GL_STENCIL_TEST); diff --git a/hw/xbox/nv2a/pgraph/gl/shaders.c b/hw/xbox/nv2a/pgraph/gl/shaders.c index 30b4c5cbba..4400133434 100644 --- a/hw/xbox/nv2a/pgraph/gl/shaders.c +++ b/hw/xbox/nv2a/pgraph/gl/shaders.c @@ -31,10 +31,6 @@ static GLenum get_gl_primitive_mode(enum ShaderPolygonMode polygon_mode, enum ShaderPrimitiveMode primitive_mode) { - if (polygon_mode == POLY_MODE_POINT) { - return GL_POINTS; - } - switch (primitive_mode) { case PRIM_TYPE_POINTS: return GL_POINTS; case PRIM_TYPE_LINES: return GL_LINES; @@ -705,6 +701,9 @@ static void apply_uniform_updates(const UniformInfo *info, int *locs, case UniformElementType_int: glUniform1iv(locs[i], info[i].count, value); break; + case UniformElementType_ivec2: + glUniform2iv(locs[i], info[i].count, value); + break; case UniformElementType_ivec4: glUniform4iv(locs[i], info[i].count, value); break; diff --git a/hw/xbox/nv2a/pgraph/glsl/common.c b/hw/xbox/nv2a/pgraph/glsl/common.c index 338f58ab9a..887d2a2e23 100644 --- a/hw/xbox/nv2a/pgraph/glsl/common.c +++ b/hw/xbox/nv2a/pgraph/glsl/common.c @@ -48,6 +48,10 @@ MString *pgraph_glsl_get_vtx_header(MString *out, bool location, bool smooth, { smooth_s, vec4_s, "vtxT1" }, { smooth_s, vec4_s, "vtxT2" }, { smooth_s, vec4_s, "vtxT3" }, + { flat_s, vec4_s, "vtxPos0" }, + { flat_s, vec4_s, "vtxPos1" }, + { flat_s, vec4_s, "vtxPos2" }, + { flat_s, float_s, "triMZ" }, }; for (int i = 0; i < ARRAY_SIZE(attr); i++) { diff --git a/hw/xbox/nv2a/pgraph/glsl/common.h b/hw/xbox/nv2a/pgraph/glsl/common.h index 9dc1fa0347..4b327421be 100644 --- a/hw/xbox/nv2a/pgraph/glsl/common.h +++ b/hw/xbox/nv2a/pgraph/glsl/common.h @@ -25,6 +25,7 @@ #include "qemu/osdep.h" #include "qemu/mstring.h" +typedef int ivec2[2]; typedef int ivec4[4]; typedef float mat2[2 * 2]; typedef unsigned int uint; @@ -35,6 +36,7 @@ typedef float vec4[4]; #define UNIFORM_ELEMENT_TYPE_X(DECL) \ DECL(float) \ DECL(int) \ + DECL(ivec2) \ DECL(ivec4) \ DECL(mat2) \ DECL(uint) \ diff --git a/hw/xbox/nv2a/pgraph/glsl/geom.c b/hw/xbox/nv2a/pgraph/glsl/geom.c index 893f7126f3..2170696a08 100644 --- a/hw/xbox/nv2a/pgraph/glsl/geom.c +++ b/hw/xbox/nv2a/pgraph/glsl/geom.c @@ -37,6 +37,9 @@ void pgraph_glsl_set_geom_state(PGRAPHState *pg, GeomState *state) state->smooth_shading = GET_MASK(pgraph_reg_r(pg, NV_PGRAPH_CONTROL_3), NV_PGRAPH_CONTROL_3_SHADEMODE) == NV_PGRAPH_CONTROL_3_SHADEMODE_SMOOTH; + + state->z_perspective = pgraph_reg_r(pg, NV_PGRAPH_CONTROL_0) & + NV_PGRAPH_CONTROL_0_Z_PERSPECTIVE_ENABLE; } bool pgraph_glsl_need_geom(const GeomState *state) @@ -45,63 +48,24 @@ bool pgraph_glsl_need_geom(const GeomState *state) assert(state->polygon_front_mode == state->polygon_back_mode); enum ShaderPolygonMode polygon_mode = state->polygon_front_mode; - /* POINT mode shouldn't require any special work */ - if (polygon_mode == POLY_MODE_POINT) { - return false; - } - switch (state->primitive_mode) { + case PRIM_TYPE_POINTS: + return false; + case PRIM_TYPE_LINES: + case PRIM_TYPE_LINE_LOOP: + case PRIM_TYPE_LINE_STRIP: case PRIM_TYPE_TRIANGLES: - if (polygon_mode == POLY_MODE_FILL) { - return false; - } - return true; case PRIM_TYPE_TRIANGLE_STRIP: - if (polygon_mode == POLY_MODE_FILL) { - return false; - } - assert(polygon_mode == POLY_MODE_LINE); - return true; case PRIM_TYPE_TRIANGLE_FAN: - if (polygon_mode == POLY_MODE_FILL) { - return false; - } - assert(polygon_mode == POLY_MODE_LINE); - return true; case PRIM_TYPE_QUADS: - if (polygon_mode == POLY_MODE_LINE) { - return true; - } else if (polygon_mode == POLY_MODE_FILL) { - return true; - } else { - assert(false); - return false; - } - break; case PRIM_TYPE_QUAD_STRIP: - if (polygon_mode == POLY_MODE_LINE) { - return true; - } else if (polygon_mode == POLY_MODE_FILL) { - return true; - } else { - assert(false); - return false; - } - break; + return true; case PRIM_TYPE_POLYGON: - if (polygon_mode == POLY_MODE_LINE) { - return false; - } - if (polygon_mode == POLY_MODE_FILL) { - if (state->smooth_shading) { - return false; - } - return true; - } else { + if (polygon_mode == POLY_MODE_POINT) { assert(false); return false; } - break; + return true; default: return false; } @@ -113,106 +77,225 @@ MString *pgraph_glsl_gen_geom(const GeomState *state, GenGeomGlslOptions opts) assert(state->polygon_front_mode == state->polygon_back_mode); enum ShaderPolygonMode polygon_mode = state->polygon_front_mode; - /* POINT mode shouldn't require any special work */ - if (polygon_mode == POLY_MODE_POINT) { - return NULL; - } - - /* Handle LINE and FILL mode */ + bool need_triz = false; + bool need_quadz = false; + bool need_linez = false; const char *layout_in = NULL; const char *layout_out = NULL; const char *body = NULL; + switch (state->primitive_mode) { case PRIM_TYPE_POINTS: return NULL; - case PRIM_TYPE_LINES: return NULL; - case PRIM_TYPE_LINE_LOOP: return NULL; - case PRIM_TYPE_LINE_STRIP: return NULL; - case PRIM_TYPE_TRIANGLES: - if (polygon_mode == POLY_MODE_FILL) { return NULL; } - assert(polygon_mode == POLY_MODE_LINE); - layout_in = "layout(triangles) in;\n"; - layout_out = "layout(line_strip, max_vertices = 4) out;\n"; - body = " emit_vertex(0, 0);\n" - " emit_vertex(1, 0);\n" - " emit_vertex(2, 0);\n" - " emit_vertex(0, 0);\n" + case PRIM_TYPE_LINES: + case PRIM_TYPE_LINE_LOOP: + case PRIM_TYPE_LINE_STRIP: + need_linez = true; + layout_in = "layout(lines) in;\n"; + layout_out = "layout(line_strip, max_vertices = 2) out;\n"; + body = " mat4 pz = calc_linez(0, 1);\n" + " emit_vertex(0, 0, pz);\n" + " emit_vertex(1, 1, pz);\n" " EndPrimitive();\n"; break; + case PRIM_TYPE_TRIANGLES: + need_triz = true; + layout_in = "layout(triangles) in;\n"; + if (polygon_mode == POLY_MODE_FILL) { + layout_out = "layout(triangle_strip, max_vertices = 3) out;\n"; + body = " mat4 pz = calc_triz(0, 1, 2);\n" + " emit_vertex(0, 0, pz);\n" + " emit_vertex(1, 1, pz);\n" + " emit_vertex(2, 2, pz);\n" + " EndPrimitive();\n"; + } else if (polygon_mode == POLY_MODE_LINE) { + need_linez = true; + layout_out = "layout(line_strip, max_vertices = 4) out;\n"; + body = " float triMZ = calc_triz(0, 1, 2)[3].x;\n" + " mat4 pz1 = calc_linez(0, 1);\n" + " pz1[3].x = triMZ;\n" + " mat4 pz2 = calc_linez(1, 2);\n" + " pz2[3].x = triMZ;\n" + " mat4 pz3 = calc_linez(2, 0);\n" + " pz3[3].x = triMZ;\n" + " emit_vertex(0, 0, pz1);\n" + " emit_vertex(1, 0, pz1);\n" + " emit_vertex(2, 0, pz2);\n" + " emit_vertex(0, 0, pz3);\n" + " EndPrimitive();\n"; + } else { + assert(polygon_mode == POLY_MODE_POINT); + layout_out = "layout(points, max_vertices = 3) out;\n"; + body = " mat4 pz = calc_triz(0, 1, 2);\n" + " emit_vertex(0, 0, mat4(pz[0], pz[0], pz[0], pz[3]));\n" + " EndPrimitive();\n" + " emit_vertex(1, 0, mat4(pz[1], pz[1], pz[1], pz[3]));\n" + " EndPrimitive();\n" + " emit_vertex(2, 0, mat4(pz[2], pz[2], pz[2], pz[3]));\n" + " EndPrimitive();\n"; + } + break; case PRIM_TYPE_TRIANGLE_STRIP: case PRIM_TYPE_TRIANGLE_FAN: - if (polygon_mode == POLY_MODE_FILL) { return NULL; } - assert(polygon_mode == POLY_MODE_LINE); + need_triz = true; layout_in = "layout(triangles) in;\n"; - layout_out = "layout(line_strip, max_vertices = 4) out;\n"; - body = " if (gl_PrimitiveIDIn == 0) {\n" - " emit_vertex(0, 0);\n" - " }\n" - " emit_vertex(1, 0);\n" - " emit_vertex(2, 0);\n" - " emit_vertex(0, 0);\n" - " EndPrimitive();\n"; + if (polygon_mode == POLY_MODE_FILL) { + layout_out = "layout(triangle_strip, max_vertices = 3) out;\n"; + body = " mat4 pz = calc_triz(0, 1, 2);\n" + " emit_vertex(0, 0, pz);\n" + " emit_vertex(1, 1, pz);\n" + " emit_vertex(2, 2, pz);\n" + " EndPrimitive();\n"; + } else if (polygon_mode == POLY_MODE_LINE) { + need_linez = true; + layout_out = "layout(line_strip, max_vertices = 4) out;\n"; + body = " float triMZ = calc_triz(0, 1, 2)[3].x;\n" + " mat4 pz1 = calc_linez(0, 1);\n" + " pz1[3].x = triMZ;\n" + " mat4 pz2 = calc_linez(1, 2);\n" + " pz2[3].x = triMZ;\n" + " mat4 pz3 = calc_linez(2, 0);\n" + " pz3[3].x = triMZ;\n" + " if (gl_PrimitiveIDIn == 0) {\n" + " emit_vertex(0, 0, pz1);\n" + " }\n" + " emit_vertex(1, 0, pz1);\n" + " emit_vertex(2, 0, pz2);\n" + " emit_vertex(0, 0, pz3);\n" + " EndPrimitive();\n"; + } else { + assert(polygon_mode == POLY_MODE_POINT); + layout_out = "layout(points, max_vertices = 3) out;\n"; + body = " mat4 pz = calc_triz(0, 1, 2);\n" + " if (gl_PrimitiveIDIn == 0) {\n" + " emit_vertex(0, 0, mat4(pz[0], pz[0], pz[0], pz[3]));\n" + " EndPrimitive();\n" + " emit_vertex(1, 0, mat4(pz[1], pz[1], pz[1], pz[3]));\n" + " EndPrimitive();\n" + " }\n" + " emit_vertex(2, 0, mat4(pz[2], pz[2], pz[2], pz[3]));\n" + " EndPrimitive();\n"; + } break; case PRIM_TYPE_QUADS: + need_quadz = true; layout_in = "layout(lines_adjacency) in;\n"; if (polygon_mode == POLY_MODE_LINE) { + need_linez = true; layout_out = "layout(line_strip, max_vertices = 5) out;\n"; - body = " emit_vertex(0, 3);\n" - " emit_vertex(1, 3);\n" - " emit_vertex(2, 3);\n" - " emit_vertex(3, 3);\n" - " emit_vertex(0, 3);\n" + body = " mat4 pz, pzs;\n" + " calc_quadz(0, 1, 2, 3, pz, pzs);\n" + " mat4 pz1 = calc_linez(0, 1);\n" + " pz1[3].x = pz[3].x;\n" + " mat4 pz2 = calc_linez(1, 2);\n" + " pz2[3].x = pz[3].x;\n" + " mat4 pz3 = calc_linez(2, 3);\n" + " pz3[3].x = pzs[3].x;\n" + " mat4 pz4 = calc_linez(3, 0);\n" + " pz4[3].x = pzs[3].x;\n" + " emit_vertex(0, 3, pz1);\n" + " emit_vertex(1, 3, pz1);\n" + " emit_vertex(2, 3, pz2);\n" + " emit_vertex(3, 3, pz3);\n" + " emit_vertex(0, 3, pz4);\n" " EndPrimitive();\n"; } else if (polygon_mode == POLY_MODE_FILL) { layout_out = "layout(triangle_strip, max_vertices = 4) out;\n"; - body = " emit_vertex(3, 3);\n" - " emit_vertex(0, 3);\n" - " emit_vertex(2, 3);\n" - " emit_vertex(1, 3);\n" + body = " mat4 pz, pz2;\n" + " calc_quadz(0, 1, 2, 3, pz, pz2);\n" + " emit_vertex(1, 3, pz);\n" + " emit_vertex(2, 3, pz2);\n" + " emit_vertex(0, 3, pz);\n" + " emit_vertex(3, 3, pz2);\n" " EndPrimitive();\n"; } else { - assert(false); - return NULL; + assert(polygon_mode == POLY_MODE_POINT); + layout_out = "layout(points, max_vertices = 4) out;\n"; + body = " mat4 pz, pz2;\n" + " calc_quadz(0, 1, 2, 3, pz, pz2);\n" + " emit_vertex(0, 3, mat4(pz[0], pz[0], pz[0], pz[3]));\n" + " EndPrimitive();\n" + " emit_vertex(1, 3, mat4(pz[1], pz[1], pz[1], pz[3]));\n" + " EndPrimitive();\n" + " emit_vertex(2, 3, mat4(pz[2], pz[2], pz[2], pz[3]));\n" + " EndPrimitive();\n" + " emit_vertex(3, 3, mat4(pz2[2], pz2[2], pz2[2], pz2[3]));\n" + " EndPrimitive();\n"; } break; case PRIM_TYPE_QUAD_STRIP: + need_quadz = true; layout_in = "layout(lines_adjacency) in;\n"; if (polygon_mode == POLY_MODE_LINE) { + need_linez = true; layout_out = "layout(line_strip, max_vertices = 5) out;\n"; body = " if ((gl_PrimitiveIDIn & 1) != 0) { return; }\n" + " mat4 pz, pzs;\n" + " calc_quadz(2, 0, 1, 3, pz, pzs);\n" + " mat4 pz1 = calc_linez(0, 1);\n" + " pz1[3].x = pz[3].x;\n" + " mat4 pz2 = calc_linez(1, 3);\n" + " pz2[3].x = pzs[3].x;\n" + " mat4 pz3 = calc_linez(3, 2);\n" + " pz3[3].x = pzs[3].x;\n" + " mat4 pz4 = calc_linez(2, 0);\n" + " pz4[3].x = pz[3].x;\n" " if (gl_PrimitiveIDIn == 0) {\n" - " emit_vertex(0, 3);\n" + " emit_vertex(0, 3, pz1);\n" " }\n" - " emit_vertex(1, 3);\n" - " emit_vertex(3, 3);\n" - " emit_vertex(2, 3);\n" - " emit_vertex(0, 3);\n" + " emit_vertex(1, 3, pz1);\n" + " emit_vertex(3, 3, pz2);\n" + " emit_vertex(2, 3, pz3);\n" + " emit_vertex(0, 3, pz4);\n" " EndPrimitive();\n"; } else if (polygon_mode == POLY_MODE_FILL) { layout_out = "layout(triangle_strip, max_vertices = 4) out;\n"; body = " if ((gl_PrimitiveIDIn & 1) != 0) { return; }\n" - " emit_vertex(0, 3);\n" - " emit_vertex(1, 3);\n" - " emit_vertex(2, 3);\n" - " emit_vertex(3, 3);\n" + " mat4 pz, pz2;\n" + " calc_quadz(2, 0, 1, 3, pz, pz2);\n" + " emit_vertex(0, 3, pz);\n" + " emit_vertex(1, 3, pz2);\n" + " emit_vertex(2, 3, pz);\n" + " emit_vertex(3, 3, pz2);\n" " EndPrimitive();\n"; } else { - assert(false); - return NULL; + assert(polygon_mode == POLY_MODE_POINT); + layout_out = "layout(points, max_vertices = 4) out;\n"; + body = " if ((gl_PrimitiveIDIn & 1) != 0) { return; }\n" + " mat4 pz, pz2;\n" + " calc_quadz(2, 0, 1, 3, pz, pz2);\n" + " if (gl_PrimitiveIDIn == 0) {\n" + " emit_vertex(0, 3, mat4(pz[1], pz[1], pz[1], pz[3]));\n" + " EndPrimitive();\n" + " emit_vertex(1, 3, mat4(pz[2], pz[2], pz[2], pz[3]));\n" + " EndPrimitive();\n" + " }\n" + " emit_vertex(2, 3, mat4(pz[0], pz[0], pz[0], pz[3]));\n" + " EndPrimitive();\n" + " emit_vertex(3, 3, mat4(pz2[2], pz2[2], pz2[2], pz2[3]));\n" + " EndPrimitive();\n"; } break; case PRIM_TYPE_POLYGON: - if (polygon_mode == POLY_MODE_LINE) { - return NULL; - } if (polygon_mode == POLY_MODE_FILL) { - if (state->smooth_shading) { - return NULL; - } + need_triz = true; layout_in = "layout(triangles) in;\n"; layout_out = "layout(triangle_strip, max_vertices = 3) out;\n"; - body = " emit_vertex(0, 2);\n" - " emit_vertex(1, 2);\n" - " emit_vertex(2, 2);\n" + body = " mat4 pz = calc_triz(0, 1, 2);\n" + " emit_vertex(0, 0, pz);\n" + " emit_vertex(1, 0, pz);\n" + " emit_vertex(2, 0, pz);\n" + " EndPrimitive();\n"; + } else if (polygon_mode == POLY_MODE_LINE) { + need_linez = true; + // FIXME: input here is lines and not triangles so we cannot + // calculate triangle plane slope. Also, the first vertex of the + // polygon is unavailable so flat shading provoking vertex is + // wrong. + layout_in = "layout(lines) in;\n"; + layout_out = "layout(line_strip, max_vertices = 2) out;\n"; + body = " mat4 pz = calc_linez(0, 1);\n" + " emit_vertex(0, 0, pz);\n" + " emit_vertex(1, 1, pz);\n" " EndPrimitive();\n"; } else { assert(false); @@ -233,6 +316,8 @@ MString *pgraph_glsl_gen_geom(const GeomState *state, GenGeomGlslOptions opts) mstring_from_fmt("#version %d\n\n" "%s" "%s" + "\n" + "#define v_vtxPos v_vtxPos0\n" "\n", opts.vulkan ? 450 : 400, layout_in, layout_out); pgraph_glsl_get_vtx_header(output, opts.vulkan, state->smooth_shading, true, @@ -241,37 +326,124 @@ MString *pgraph_glsl_gen_geom(const GeomState *state, GenGeomGlslOptions opts) false, false, false); if (state->smooth_shading) { - mstring_append(output, - "void emit_vertex(int index, int _unused) {\n" - " gl_Position = gl_in[index].gl_Position;\n" - " gl_PointSize = gl_in[index].gl_PointSize;\n" - " vtxD0 = v_vtxD0[index];\n" - " vtxD1 = v_vtxD1[index];\n" - " vtxB0 = v_vtxB0[index];\n" - " vtxB1 = v_vtxB1[index];\n" - " vtxFog = v_vtxFog[index];\n" - " vtxT0 = v_vtxT0[index];\n" - " vtxT1 = v_vtxT1[index];\n" - " vtxT2 = v_vtxT2[index];\n" - " vtxT3 = v_vtxT3[index];\n" - " EmitVertex();\n" - "}\n"); + mstring_append( + output, + "void emit_vertex(int index, int _unused, mat4 pz) {\n" + " gl_Position = gl_in[index].gl_Position;\n" + " gl_PointSize = gl_in[index].gl_PointSize;\n" + " vtxD0 = v_vtxD0[index];\n" + " vtxD1 = v_vtxD1[index];\n" + " vtxB0 = v_vtxB0[index];\n" + " vtxB1 = v_vtxB1[index];\n" + " vtxFog = v_vtxFog[index];\n" + " vtxT0 = v_vtxT0[index];\n" + " vtxT1 = v_vtxT1[index];\n" + " vtxT2 = v_vtxT2[index];\n" + " vtxT3 = v_vtxT3[index];\n" + " vtxPos0 = pz[0];\n" + " vtxPos1 = pz[1];\n" + " vtxPos2 = pz[2];\n" + " triMZ = (isnan(pz[3].x) || isinf(pz[3].x)) ? 0.0 : pz[3].x;\n" + " EmitVertex();\n" + "}\n"); } else { - mstring_append(output, - "void emit_vertex(int index, int provoking_index) {\n" - " gl_Position = gl_in[index].gl_Position;\n" - " gl_PointSize = gl_in[index].gl_PointSize;\n" - " vtxD0 = v_vtxD0[provoking_index];\n" - " vtxD1 = v_vtxD1[provoking_index];\n" - " vtxB0 = v_vtxB0[provoking_index];\n" - " vtxB1 = v_vtxB1[provoking_index];\n" - " vtxFog = v_vtxFog[index];\n" - " vtxT0 = v_vtxT0[index];\n" - " vtxT1 = v_vtxT1[index];\n" - " vtxT2 = v_vtxT2[index];\n" - " vtxT3 = v_vtxT3[index];\n" - " EmitVertex();\n" - "}\n"); + mstring_append( + output, + "void emit_vertex(int index, int provoking_index, mat4 pz) {\n" + " gl_Position = gl_in[index].gl_Position;\n" + " gl_PointSize = gl_in[index].gl_PointSize;\n" + " vtxD0 = v_vtxD0[provoking_index];\n" + " vtxD1 = v_vtxD1[provoking_index];\n" + " vtxB0 = v_vtxB0[provoking_index];\n" + " vtxB1 = v_vtxB1[provoking_index];\n" + " vtxFog = v_vtxFog[index];\n" + " vtxT0 = v_vtxT0[index];\n" + " vtxT1 = v_vtxT1[index];\n" + " vtxT2 = v_vtxT2[index];\n" + " vtxT3 = v_vtxT3[index];\n" + " vtxPos0 = pz[0];\n" + " vtxPos1 = pz[1];\n" + " vtxPos2 = pz[2];\n" + " triMZ = (isnan(pz[3].x) || isinf(pz[3].x)) ? 0.0 : pz[3].x;\n" + " EmitVertex();\n" + "}\n"); + } + + if (need_triz || need_quadz) { + mstring_append( + output, + // Kahan's algorithm for computing a*b - c*d using FMA for higher + // precision. See e.g.: + // Muller et al, "Handbook of Floating-Point Arithmetic", 2nd ed. + // or + // Claude-Pierre Jeannerod, Nicolas Louvet, and Jean-Michel Muller, + // Further analysis of Kahan's algorithm for the accurate + // computation of 2x2 determinants, + // Mathematics of Computation 82(284), October 2013. + "float kahan_det(float a, float b, float c, float d) {\n" + " precise float cd = c*d;\n" + " precise float err = fma(-c, d, cd);\n" + " precise float res = fma(a, b, -cd) + err;\n" + " return res;\n" + "}\n"); + } + + if (state->z_perspective) { + if (need_triz || need_quadz) { + mstring_append( + output, + "mat4 calc_triz(int i0, int i1, int i2) {\n" + " mat2 m = mat2(v_vtxPos[i1].xy - v_vtxPos[i0].xy,\n" + " v_vtxPos[i2].xy - v_vtxPos[i0].xy);\n" + " precise vec2 b = vec2(v_vtxPos[i0].w - v_vtxPos[i1].w,\n" + " v_vtxPos[i0].w - v_vtxPos[i2].w);\n" + " b /= vec2(v_vtxPos[i1].w, v_vtxPos[i2].w) * v_vtxPos[i0].w;\n" + // The following computes dzx and dzy same as + // vec2 dz = b * inverse(m); + " float det = kahan_det(m[0].x, m[1].y, m[1].x, m[0].y);\n" + " float dzx = kahan_det(b.x, m[1].y, b.y, m[0].y) / det;\n" + " float dzy = kahan_det(b.y, m[0].x, b.x, m[1].x) / det;\n" + " float triMZ = max(abs(dzx), abs(dzy));\n" + " return mat4(v_vtxPos[i0], v_vtxPos[i1], v_vtxPos[i2], triMZ, vec3(0.0));\n" + "}\n"); + } + } else { + if (need_triz || need_quadz) { + mstring_append( + output, + "mat4 calc_triz(int i0, int i1, int i2) {\n" + " mat2 m = mat2(v_vtxPos[i1].xy - v_vtxPos[i0].xy,\n" + " v_vtxPos[i2].xy - v_vtxPos[i0].xy);\n" + " precise vec2 b = vec2(v_vtxPos[i1].z - v_vtxPos[i0].z,\n" + " v_vtxPos[i2].z - v_vtxPos[i0].z);\n" + // The following computes dzx and dzy same as + // vec2 dz = b * inverse(m); + " float det = kahan_det(m[0].x, m[1].y, m[1].x, m[0].y);\n" + " float dzx = kahan_det(b.x, m[1].y, b.y, m[0].y) / det;\n" + " float dzy = kahan_det(b.y, m[0].x, b.x, m[1].x) / det;\n" + " float triMZ = max(abs(dzx), abs(dzy));\n" + " return mat4(v_vtxPos[i0], v_vtxPos[i1], v_vtxPos[i2], triMZ, vec3(0.0));\n" + "}\n"); + } + } + + if (need_linez) { + mstring_append( + output, + "mat4 calc_linez(int i0, int i1) {\n" + " vec2 delta = v_vtxPos[i1].xy - v_vtxPos[i0].xy;\n" + " vec2 v2 = vec2(-delta.y, delta.x) + v_vtxPos[i0].xy;\n" + " return mat4(v_vtxPos[i0], v_vtxPos[i1], vec4(v2, v_vtxPos[i0].zw), vec4(0.0));\n" + "}\n"); + } + + if (need_quadz) { + mstring_append( + output, + "void calc_quadz(int i0, int i1, int i2, int i3, out mat4 triz1, out mat4 triz2) {\n" + " triz1 = calc_triz(i0, i1, i2);\n" + " triz2 = calc_triz(i0, i2, i3);\n" + "}\n"); } mstring_append_fmt(output, diff --git a/hw/xbox/nv2a/pgraph/glsl/geom.h b/hw/xbox/nv2a/pgraph/glsl/geom.h index 41ff255161..7dbd807345 100644 --- a/hw/xbox/nv2a/pgraph/glsl/geom.h +++ b/hw/xbox/nv2a/pgraph/glsl/geom.h @@ -30,6 +30,7 @@ typedef struct { enum ShaderPolygonMode polygon_front_mode; enum ShaderPolygonMode polygon_back_mode; bool smooth_shading; + bool z_perspective; } GeomState; typedef struct GenGeomGlslOptions { diff --git a/hw/xbox/nv2a/pgraph/glsl/psh.c b/hw/xbox/nv2a/pgraph/glsl/psh.c index 7484b2aa10..ddf04be25c 100644 --- a/hw/xbox/nv2a/pgraph/glsl/psh.c +++ b/hw/xbox/nv2a/pgraph/glsl/psh.c @@ -209,6 +209,26 @@ void pgraph_glsl_set_psh_state(PGRAPHState *pg, PshState *state) state->conv_tex[i] = kernel; } + + state->surface_zeta_format = pg->surface_shape.zeta_format; + unsigned int z_format = GET_MASK(pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER), + NV_PGRAPH_SETUPRASTER_Z_FORMAT); + + switch (pg->surface_shape.zeta_format) { + case NV097_SET_SURFACE_FORMAT_ZETA_Z16: + state->depth_format = + z_format ? DEPTH_FORMAT_F16 : DEPTH_FORMAT_D16; + break; + case NV097_SET_SURFACE_FORMAT_ZETA_Z24S8: + state->depth_format = + z_format ? DEPTH_FORMAT_F24 : DEPTH_FORMAT_D24; + break; + default: + fprintf(stderr, "Unknown zeta surface format: 0x%x\n", + pg->surface_shape.zeta_format); + assert(false); + break; + } } struct InputInfo { @@ -875,6 +895,23 @@ static MString* psh_convert(struct PixelShader *ps) "vec3 dotmap_hilo_hemisphere(vec4 col) {\n" " return col.rgb;\n" // FIXME "}\n" + // Kahan's algorithm for computing determinant using FMA for higher + // precision. See e.g.: + // Muller et al, "Handbook of Floating-Point Arithmetic", 2nd ed. + // or + // Claude-Pierre Jeannerod, Nicolas Louvet, and Jean-Michel Muller, + // Further analysis of Kahan's algorithm for the accurate + // computation of 2x2 determinants, + // Mathematics of Computation 82(284), October 2013. + "float kahan_det(vec2 a, vec2 b) {\n" + " precise float cd = a.y*b.x;\n" + " precise float err = fma(-a.y, b.x, cd);\n" + " precise float res = fma(a.x, b.y, -cd) + err;\n" + " return res;\n" + "}\n" + "float area(vec2 a, vec2 b, vec2 c) {\n" + " return kahan_det(b - a, c - a);\n" + "}\n" "const float[9] gaussian3x3 = float[9](\n" " 1.0/16.0, 2.0/16.0, 1.0/16.0,\n" " 2.0/16.0, 4.0/16.0, 2.0/16.0,\n" @@ -911,45 +948,69 @@ static MString* psh_convert(struct PixelShader *ps) "}\n"); } + if (ps->state->z_perspective) { + mstring_append( + clip, + "vec2 unscaled_xy = gl_FragCoord.xy / surfaceScale;\n" + "precise float bc0 = area(unscaled_xy, vtxPos1.xy, vtxPos2.xy);\n" + "precise float bc1 = area(unscaled_xy, vtxPos2.xy, vtxPos0.xy);\n" + "precise float bc2 = area(unscaled_xy, vtxPos0.xy, vtxPos1.xy);\n" + "bc0 /= vtxPos0.w;\n" + "bc1 /= vtxPos1.w;\n" + "bc2 /= vtxPos2.w;\n" + "float inv_bcsum = 1.0 / (bc0 + bc1 + bc2);\n" + // Denominator can be zero in case the rasterized primitive is a + // point or a degenerate line or triangle. + "if (isinf(inv_bcsum)) {\n" + " inv_bcsum = 0.0;\n" + "}\n" + "bc1 *= inv_bcsum;\n" + "bc2 *= inv_bcsum;\n" + "precise float zvalue = vtxPos0.w + (bc1*(vtxPos1.w - vtxPos0.w) + bc2*(vtxPos2.w - vtxPos0.w));\n" + // If GPU clipping is inaccurate, the point gl_FragCoord.xy might + // be above the horizon of the plane of a rasterized triangle + // making the interpolated w-coordinate above zero or negative. We + // should prevent such wrapping through infinity by clamping to + // infinity. + "if (zvalue > 0.0) {\n" + " float zslopeofs = depthFactor*triMZ*zvalue*zvalue;\n" + " zvalue += depthOffset;\n" + " zvalue += zslopeofs;\n" + "} else {\n" + " zvalue = uintBitsToFloat(0x7F7FFFFFu);\n" + "}\n" + "if (isnan(zvalue)) {\n" + " zvalue = uintBitsToFloat(0x7F7FFFFFu);\n" + "}\n"); + } else { + mstring_append( + clip, + "vec2 unscaled_xy = gl_FragCoord.xy / surfaceScale;\n" + "precise float bc0 = area(unscaled_xy, vtxPos1.xy, vtxPos2.xy);\n" + "precise float bc1 = area(unscaled_xy, vtxPos2.xy, vtxPos0.xy);\n" + "precise float bc2 = area(unscaled_xy, vtxPos0.xy, vtxPos1.xy);\n" + "float inv_bcsum = 1.0 / (bc0 + bc1 + bc2);\n" + // Denominator can be zero in case the rasterized primitive is a + // point or a degenerate line or triangle. + "if (isinf(inv_bcsum)) {\n" + " inv_bcsum = 0.0;\n" + "}\n" + "bc1 *= inv_bcsum;\n" + "bc2 *= inv_bcsum;\n" + "precise float zvalue = vtxPos0.z + (bc1*(vtxPos1.z - vtxPos0.z) + bc2*(vtxPos2.z - vtxPos0.z));\n" + "zvalue += depthOffset;\n" + "zvalue += depthFactor*triMZ;\n"); + } + + /* Depth clipping */ if (ps->state->depth_clipping) { - if (ps->state->z_perspective) { - mstring_append( - clip, "float zvalue = 1.0/gl_FragCoord.w + depthOffset;\n" - "if (zvalue < clipRange.z || clipRange.w < zvalue) {\n" - " discard;\n" - "}\n"); - } else { - /* Take care of floating point precision problems. MS dashboard - * outputs exactly 0.0 z-coordinates and then our fixed function - * vertex shader outputs -w as the z-coordinate when OpenGL is - * used. Since -w/w = -1, this should give us exactly 0.0 as - * gl_FragCoord.z here. Unfortunately, with AMD Radeon RX 6600 the - * result is slightly greater than 0. MS dashboard sets the clip - * range to [0.0, 0.0] and so the imprecision causes unwanted - * clipping. Note that since Vulkan uses NDC range [0,1] it - * doesn't suffer from this problem with Radeon. Also, despite the - * imprecision OpenGL Radeon writes the correct value 0 to the depth - * buffer (if writing is enabled.) Radeon appears to write floored - * values. To compare, Intel integrated UHD 770 has gl_FragCoord.z - * exactly 0 (and writes rounded to closest integer values to the - * depth buffer.) Radeon OpenGL problem could also be fixed by using - * glClipControl(), but it requires OpenGL 4.5. - * Above is based on experiments with Linux and Mesa. - */ - if (ps->opts.vulkan) { - mstring_append( - clip, "if (gl_FragCoord.z*clipRange.y < clipRange.z ||\n" - " gl_FragCoord.z*clipRange.y > clipRange.w) {\n" - " discard;\n" - "}\n"); - } else { - mstring_append( - clip, "if ((gl_FragCoord.z + 1.0f/16777216.0f)*clipRange.y < clipRange.z ||\n" - " (gl_FragCoord.z - 1.0f/16777216.0f)*clipRange.y > clipRange.w) {\n" - " discard;\n" - "}\n"); - } - } + mstring_append( + clip, "if (zvalue < clipRange.z || clipRange.w < zvalue) {\n" + " discard;\n" + "}\n"); + } else { + mstring_append( + clip, "zvalue = clamp(zvalue, clipRange.z, clipRange.w);\n"); } MString *vars = mstring_new(); @@ -1334,21 +1395,33 @@ static MString* psh_convert(struct PixelShader *ps) } } - if (ps->state->z_perspective) { - if (!ps->state->depth_clipping) { - mstring_append(ps->code, - "float zvalue = 1.0/gl_FragCoord.w + depthOffset;\n"); - } - /* TODO: With integer depth buffers Xbox hardware floors values and so - * does Radeon, but Intel UHD 770 rounds to nearest. Should probably - * floor here explicitly (in some way that doesn't also cause - * imprecision issues due to division by clipRange.y) - */ - mstring_append(ps->code, - "gl_FragDepth = clamp(zvalue, clipRange.z, clipRange.w)/clipRange.y;\n"); - } else if (!ps->state->depth_clipping) { - mstring_append(ps->code, - "gl_FragDepth = clamp(gl_FragCoord.z, clipRange.z/clipRange.y, clipRange.w/clipRange.y);\n"); + /* With integer depth buffers Xbox hardware floors values. For gl_FragDepth + * range [0,1] Radeon floors values to integer depth buffer, but Intel UHD + * 770 rounds to nearest. For 24-bit OpenGL/Vulkan integer depth buffer, + * we divide the desired depth integer value by 16777216.0, then add 1 in + * integer bit representation to get the same result as dividing the + * desired depth integer by 16777215.0 would give. (GPUs can't divide by + * 16777215.0, only multiply by 1.0/16777215.0 which gives different results + * due to rounding.) + */ + + switch (ps->state->depth_format) { + case DEPTH_FORMAT_D16: + // 16-bit unsigned int + mstring_append( + ps->code, + "gl_FragDepth = floor(zvalue) / 65535.0;\n"); + break; + case DEPTH_FORMAT_D24: + // 24-bit unsigned int + mstring_append( + ps->code, + "gl_FragDepth = uintBitsToFloat(floatBitsToUint(floor(zvalue) / 16777216.0) + 1u);\n"); + break; + default: + // TODO: handle floating-point depth buffers properly + mstring_append(ps->code, "gl_FragDepth = zvalue / clipRange.y;\n"); + break; } MString *final = mstring_new(); @@ -1542,31 +1615,62 @@ void pgraph_glsl_set_psh_uniform_values(PGRAPHState *pg, pgraph_glsl_set_clip_range_uniform_value(pg, values->clipRange[0]); } + bool polygon_offset_enabled = false; + if (pg->primitive_mode >= PRIM_TYPE_TRIANGLES) { + uint32_t raster = pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER); + uint32_t polygon_mode = + GET_MASK(raster, NV_PGRAPH_SETUPRASTER_FRONTFACEMODE); + + if ((polygon_mode == NV_PGRAPH_SETUPRASTER_FRONTFACEMODE_FILL && + (raster & NV_PGRAPH_SETUPRASTER_POFFSETFILLENABLE)) || + (polygon_mode == NV_PGRAPH_SETUPRASTER_FRONTFACEMODE_LINE && + (raster & NV_PGRAPH_SETUPRASTER_POFFSETLINEENABLE)) || + (polygon_mode == NV_PGRAPH_SETUPRASTER_FRONTFACEMODE_POINT && + (raster & NV_PGRAPH_SETUPRASTER_POFFSETPOINTENABLE))) { + polygon_offset_enabled = true; + } + } + if (locs[PshUniform_depthOffset] != -1) { float zbias = 0.0f; - if (pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER) & - (NV_PGRAPH_SETUPRASTER_POFFSETFILLENABLE | - NV_PGRAPH_SETUPRASTER_POFFSETLINEENABLE | - NV_PGRAPH_SETUPRASTER_POFFSETPOINTENABLE)) { + if (polygon_offset_enabled) { uint32_t zbias_u32 = pgraph_reg_r(pg, NV_PGRAPH_ZOFFSETBIAS); zbias = *(float *)&zbias_u32; - - if (pgraph_reg_r(pg, NV_PGRAPH_ZOFFSETFACTOR) != 0 && - (pgraph_reg_r(pg, NV_PGRAPH_CONTROL_0) & - NV_PGRAPH_CONTROL_0_Z_PERSPECTIVE_ENABLE)) { - /* TODO: emulate zfactor when z_perspective true, i.e. - * w-buffering. Perhaps calculate an additional offset based on - * triangle orientation in geometry shader and pass the result - * to fragment shader and add it to gl_FragDepth as well. - */ - NV2A_UNIMPLEMENTED("NV_PGRAPH_ZOFFSETFACTOR for w-buffering"); - } } values->depthOffset[0] = zbias; } + if (locs[PshUniform_depthFactor] != -1) { + float zfactor = 0.0f; + + if (polygon_offset_enabled) { + uint32_t zfactor_u32 = pgraph_reg_r(pg, NV_PGRAPH_ZOFFSETFACTOR); + zfactor = *(float *)&zfactor_u32; + if (zfactor != 0.0f && + (pgraph_reg_r(pg, NV_PGRAPH_CONTROL_0) & + NV_PGRAPH_CONTROL_0_Z_PERSPECTIVE_ENABLE)) { + /* FIXME: for w-buffering, polygon slope in screen-space is + * computed per-pixel, but Xbox appears to use constant that + * is the polygon slope at the first visible pixel in top-left + * order. + */ + NV2A_UNIMPLEMENTED("NV_PGRAPH_ZOFFSETFACTOR only partially implemented for w-buffering"); + } + } + + values->depthFactor[0] = zfactor; + } + + if (locs[PshUniform_surfaceScale] != -1) { + unsigned int wscale = 1, hscale = 1; + pgraph_apply_anti_aliasing_factor(pg, &wscale, &hscale); + pgraph_apply_scaling_factor(pg, &wscale, &hscale); + values->surfaceScale[0][0] = wscale; + values->surfaceScale[0][1] = hscale; + } + unsigned int max_gl_width = pg->surface_binding_dim.width; unsigned int max_gl_height = pg->surface_binding_dim.height; pgraph_apply_scaling_factor(pg, &max_gl_width, &max_gl_height); diff --git a/hw/xbox/nv2a/pgraph/glsl/psh.h b/hw/xbox/nv2a/pgraph/glsl/psh.h index 1a04c53dff..84d3137a0a 100644 --- a/hw/xbox/nv2a/pgraph/glsl/psh.h +++ b/hw/xbox/nv2a/pgraph/glsl/psh.h @@ -27,6 +27,13 @@ typedef struct PGRAPHState PGRAPHState; +enum PshDepthFormat { + DEPTH_FORMAT_D24, + DEPTH_FORMAT_D16, + DEPTH_FORMAT_F24, + DEPTH_FORMAT_F16, +}; + typedef struct PshState { uint32_t combiner_control; uint32_t shader_stage_program; @@ -61,6 +68,9 @@ typedef struct PshState { bool smooth_shading; bool depth_clipping; bool z_perspective; + + unsigned int surface_zeta_format; + enum PshDepthFormat depth_format; } PshState; void pgraph_glsl_set_psh_state(PGRAPHState *pg, PshState *state); @@ -75,8 +85,10 @@ void pgraph_glsl_set_psh_state(PGRAPHState *pg, PshState *state); DECL(S, colorKey, uint, 4) \ DECL(S, colorKeyMask, uint, 4) \ DECL(S, consts, vec4, 18) \ + DECL(S, depthFactor, float, 1) \ DECL(S, depthOffset, float, 1) \ DECL(S, fogColor, vec4, 1) \ + DECL(S, surfaceScale, ivec2, 1) \ DECL(S, texScale, float, 4) DECL_UNIFORM_TYPES(PshUniform, PSH_UNIFORM_DECL_X) diff --git a/hw/xbox/nv2a/pgraph/glsl/shaders.c b/hw/xbox/nv2a/pgraph/glsl/shaders.c index 44ed5437fc..2d6cfaf7d2 100644 --- a/hw/xbox/nv2a/pgraph/glsl/shaders.c +++ b/hw/xbox/nv2a/pgraph/glsl/shaders.c @@ -73,7 +73,8 @@ bool pgraph_glsl_check_shader_state_dirty(PGRAPHState *pg, pg->swizzle_attrs != state->vsh.swizzle_attrs || pg->compressed_attrs != state->vsh.compressed_attrs || pg->primitive_mode != state->geom.primitive_mode || - pg->surface_scale_factor != state->vsh.surface_scale_factor) { + pg->surface_scale_factor != state->vsh.surface_scale_factor || + pg->surface_shape.zeta_format != state->psh.surface_zeta_format) { return true; } diff --git a/hw/xbox/nv2a/pgraph/glsl/vsh-ff.c b/hw/xbox/nv2a/pgraph/glsl/vsh-ff.c index a892c2001b..703c1595c5 100644 --- a/hw/xbox/nv2a/pgraph/glsl/vsh-ff.c +++ b/hw/xbox/nv2a/pgraph/glsl/vsh-ff.c @@ -479,11 +479,12 @@ GLSL_DEFINE(materialEmissionColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_CM_COL) ".xyz mstring_append(body, " oPos = tPosition * compositeMat;\n" - " oPos.z = oPos.z / clipRange.y;\n" " oPos.w = clampAwayZeroInf(oPos.w);\n" " oPos.xy /= oPos.w;\n" " oPos.xy += c[" stringify(NV_IGRAPH_XF_XFCTX_VPOFF) "].xy;\n" " oPos.xy = roundScreenCoords(oPos.xy);\n" + " vec4 vtxPos = vec4(oPos.xy, oPos.z / oPos.w, oPos.w);\n" + " oPos.z = oPos.z / clipRange.y;\n" " oPos.xy = (2.0f * oPos.xy - surfaceSize) / surfaceSize;\n" " oPos.xy *= oPos.w;\n" ); diff --git a/hw/xbox/nv2a/pgraph/glsl/vsh-prog.c b/hw/xbox/nv2a/pgraph/glsl/vsh-prog.c index 582194af89..4a1d57b1f1 100644 --- a/hw/xbox/nv2a/pgraph/glsl/vsh-prog.c +++ b/hw/xbox/nv2a/pgraph/glsl/vsh-prog.c @@ -755,10 +755,10 @@ void pgraph_glsl_gen_vsh_prog(uint16_t version, const uint32_t *tokens, * in clip space. */ " oPos.xy = roundScreenCoords(oPos.xy);\n" - " oPos.xy = (2.0f * oPos.xy - surfaceSize) / surfaceSize;\n" - - " oPos.z = oPos.z / clipRange.y;\n" " oPos.w = clampAwayZeroInf(oPos.w);\n" + " vec4 vtxPos = oPos;\n" + " oPos.xy = (2.0f * oPos.xy - surfaceSize) / surfaceSize;\n" + " oPos.z = oPos.z / clipRange.y;\n" /* Undo perspective divide by w. * Note that games may also have vertex shaders that do diff --git a/hw/xbox/nv2a/pgraph/glsl/vsh.c b/hw/xbox/nv2a/pgraph/glsl/vsh.c index 9bce9f30bf..5b0857dc75 100644 --- a/hw/xbox/nv2a/pgraph/glsl/vsh.c +++ b/hw/xbox/nv2a/pgraph/glsl/vsh.c @@ -245,6 +245,10 @@ MString *pgraph_glsl_gen_vsh(const VshState *state, GenVshGlslOptions opts) "#define vtxT1 v_vtxT1\n" "#define vtxT2 v_vtxT2\n" "#define vtxT3 v_vtxT3\n" + "#define vtxPos0 v_vtxPos0\n" + "#define vtxPos1 v_vtxPos1\n" + "#define vtxPos2 v_vtxPos2\n" + "#define triMZ v_triMZ\n" ); } mstring_append(header, "\n"); @@ -393,6 +397,10 @@ MString *pgraph_glsl_gen_vsh(const VshState *state, GenVshGlslOptions opts) " vtxT1 = oT1;\n" " vtxT2 = oT2;\n" " vtxT3 = oT3;\n" + " vtxPos0 = vtxPos;\n" + " vtxPos1 = vtxPos;\n" + " vtxPos2 = vtxPos;\n" + " triMZ = 0.0;\n" " gl_PointSize = oPts.x;\n" ); diff --git a/hw/xbox/nv2a/pgraph/vk/draw.c b/hw/xbox/nv2a/pgraph/vk/draw.c index 28b8194468..c982d19bc4 100644 --- a/hw/xbox/nv2a/pgraph/vk/draw.c +++ b/hw/xbox/nv2a/pgraph/vk/draw.c @@ -54,10 +54,6 @@ static VkPrimitiveTopology get_primitive_topology(PGRAPHState *pg) int polygon_mode = r->shader_binding->state.geom.polygon_front_mode; int primitive_mode = r->shader_binding->state.geom.primitive_mode; - if (polygon_mode == POLY_MODE_POINT) { - return VK_PRIMITIVE_TOPOLOGY_POINT_LIST; - } - // FIXME: Replace with LUT switch (primitive_mode) { case PRIM_TYPE_POINTS: @@ -795,12 +791,10 @@ static void create_pipeline(PGRAPHState *pg) VkPipelineRasterizationProvokingVertexStateCreateInfoEXT provoking_state; if (r->provoking_vertex_extension_enabled) { + // TODO: remove use of provoking vertex extension since we just want + // the default last vertex convention always. VkProvokingVertexModeEXT provoking_mode = - GET_MASK(pgraph_reg_r(pg, NV_PGRAPH_CONTROL_3), - NV_PGRAPH_CONTROL_3_SHADEMODE) == - NV_PGRAPH_CONTROL_3_SHADEMODE_FLAT ? - VK_PROVOKING_VERTEX_MODE_FIRST_VERTEX_EXT : - VK_PROVOKING_VERTEX_MODE_LAST_VERTEX_EXT; + VK_PROVOKING_VERTEX_MODE_LAST_VERTEX_EXT; provoking_state = (VkPipelineRasterizationProvokingVertexStateCreateInfoEXT){ @@ -809,8 +803,6 @@ static void create_pipeline(PGRAPHState *pg) .provokingVertexMode = provoking_mode, }; rasterizer_next_struct = &provoking_state; - } else { - // FIXME: Handle in shader? } VkPipelineRasterizationStateCreateInfo rasterizer = { @@ -968,27 +960,6 @@ static void create_pipeline(PGRAPHState *pg) .pDynamicStates = dynamic_states, }; - // /* Polygon offset */ - // /* FIXME: GL implementation-specific, maybe do this in VS? */ - // if (pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER) & - // NV_PGRAPH_SETUPRASTER_POFFSETFILLENABLE) - // if (pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER) & - // NV_PGRAPH_SETUPRASTER_POFFSETLINEENABLE) - // if (pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER) & - // NV_PGRAPH_SETUPRASTER_POFFSETPOINTENABLE) - if (pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER) & - (NV_PGRAPH_SETUPRASTER_POFFSETFILLENABLE | - NV_PGRAPH_SETUPRASTER_POFFSETLINEENABLE | - NV_PGRAPH_SETUPRASTER_POFFSETPOINTENABLE)) { - uint32_t zfactor_u32 = pgraph_reg_r(pg, NV_PGRAPH_ZOFFSETFACTOR); - float zfactor = *(float *)&zfactor_u32; - uint32_t zbias_u32 = pgraph_reg_r(pg, NV_PGRAPH_ZOFFSETBIAS); - float zbias = *(float *)&zbias_u32; - rasterizer.depthBiasEnable = VK_TRUE; - rasterizer.depthBiasSlopeFactor = zfactor; - rasterizer.depthBiasConstantFactor = zbias; - } - // FIXME: Dither // if (pgraph_reg_r(pg, NV_PGRAPH_CONTROL_0) & // NV_PGRAPH_CONTROL_0_DITHERENABLE)) diff --git a/hw/xbox/nv2a/pgraph/vk/surface-compute.c b/hw/xbox/nv2a/pgraph/vk/surface-compute.c index 54cf610402..50180eb6b9 100644 --- a/hw/xbox/nv2a/pgraph/vk/surface-compute.c +++ b/hw/xbox/nv2a/pgraph/vk/surface-compute.c @@ -106,7 +106,8 @@ const char *unpack_z24s8_to_d32_sfloat_s8_uint_glsl = "void main() {\n" " uint idx_out = gl_GlobalInvocationID.x;\n" " uint idx_in = get_input_idx(idx_out);\n" - " depth_out[idx_out] = float(depth_stencil_in[idx_in] >> 8) / float(0xffffff);\n" + // Conversion to float depth must be the same as in fragment shader + " depth_out[idx_out] = uintBitsToFloat(floatBitsToUint(float(depth_stencil_in[idx_in] >> 8) / 16777216.0) + 1u);\n" " if (idx_out % 4 == 0) {\n" " uint stencil_value = 0;\n" " for (int i = 0; i < 4; i++) {\n" // Include next 3 pixels