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Implement depth clamp rasterisation state
Used in SMO for shadows.
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@ -340,6 +340,10 @@ namespace skyline::gpu::interconnect::maxwell3d {
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// Vulkan enum values match 1-1 with hades
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return static_cast<Shader::CompareFunction>(alphaFunc);
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}
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void PackedPipelineState::SetDepthClampEnable(engine::ViewportClipControl::GeometryClip clip) {
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depthClampEnable = (clip != engine::ViewportClipControl::GeometryClip::Passthru) && (clip != engine::ViewportClipControl::GeometryClip::FrustrumXYZClip) && (clip != engine::ViewportClipControl::GeometryClip::FrustrumZClip);
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}
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}
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#pragma clang diagnostic pop
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@ -57,6 +57,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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bool transformFeedbackEnable : 1;
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u8 alphaFunc : 3; //!< Use {Set,Get}AlphaFunc
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bool alphaTestEnable : 1;
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bool depthClampEnable : 1; // Use SetDepthClampEnable
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};
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u32 patchSize;
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@ -141,6 +142,8 @@ namespace skyline::gpu::interconnect::maxwell3d {
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Shader::CompareFunction GetAlphaFunc() const;
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void SetDepthClampEnable(engine::ViewportClipControl::GeometryClip clip);
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bool operator==(const PackedPipelineState &other) const {
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// Only hash transform feedback state if it's enabled
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if (other.transformFeedbackEnable && transformFeedbackEnable)
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@ -493,6 +493,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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rasterizationCreateInfo.cullMode = vk::CullModeFlags{packedState.cullMode};
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rasterizationCreateInfo.frontFace = packedState.frontFaceClockwise ? vk::FrontFace::eClockwise : vk::FrontFace::eCounterClockwise;
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rasterizationCreateInfo.depthBiasEnable = packedState.depthBiasEnable;
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rasterizationCreateInfo.depthClampEnable = packedState.depthClampEnable;
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rasterizationState.get<vk::PipelineRasterizationProvokingVertexStateCreateInfoEXT>().provokingVertexMode = ConvertProvokingVertex(packedState.provokingVertex);
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constexpr vk::PipelineMultisampleStateCreateInfo multisampleState{
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@ -651,7 +652,6 @@ namespace skyline::gpu::interconnect::maxwell3d {
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view.GetBuffer()->BlockSequencedCpuBackingWrites();
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return view;
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}
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@ -446,6 +446,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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packedState.provokingVertex = engine->provokingVertex.value;
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packedState.pointSize = engine->pointSize;
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packedState.openGlNdc = engine->zClipRange == engine::ZClipRange::NegativeWToPositiveW;
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packedState.SetDepthClampEnable(engine->viewportClipControl.geometryClip);
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}
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/* Depth Stencil State */
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