gl_rasterizer: Implement RASTERIZE_ENABLE
RASTERIZE_ENABLE is the opposite of GL_RASTERIZER_DISCARD. Implement it naturally using this. NVN games expect rasterize to be enabled by default, reflect that in our initial GPU state.
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@ -88,11 +88,11 @@ void Maxwell3D::InitializeRegisterDefaults() {
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color_mask.A.Assign(1);
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}
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// Commercial games seem to assume this value is enabled and nouveau sets this value manually.
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// NVN games expect these values to be enabled at boot
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regs.rasterize_enable = 1;
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regs.rt_separate_frag_data = 1;
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// Some games (like Super Mario Odyssey) assume that SRGB is enabled.
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regs.framebuffer_srgb = 1;
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mme_inline[MAXWELL3D_REG_INDEX(draw.vertex_end_gl)] = true;
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mme_inline[MAXWELL3D_REG_INDEX(draw.vertex_begin_gl)] = true;
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mme_inline[MAXWELL3D_REG_INDEX(vertex_buffer.count)] = true;
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@ -657,7 +657,11 @@ public:
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std::array<f32, 4> tess_level_outer;
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std::array<f32, 2> tess_level_inner;
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INSERT_UNION_PADDING_WORDS(0x102);
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INSERT_UNION_PADDING_WORDS(0x10);
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u32 rasterize_enable;
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INSERT_UNION_PADDING_WORDS(0xF1);
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u32 tfb_enabled;
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@ -1420,6 +1424,7 @@ ASSERT_REG_POSITION(sync_info, 0xB2);
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ASSERT_REG_POSITION(tess_mode, 0xC8);
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ASSERT_REG_POSITION(tess_level_outer, 0xC9);
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ASSERT_REG_POSITION(tess_level_inner, 0xCD);
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ASSERT_REG_POSITION(rasterize_enable, 0xDF);
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ASSERT_REG_POSITION(tfb_enabled, 0x1D1);
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ASSERT_REG_POSITION(rt, 0x200);
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ASSERT_REG_POSITION(viewport_transform, 0x280);
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@ -514,6 +514,7 @@ void RasterizerOpenGL::Clear() {
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ConfigureClearFramebuffer(clear_state, use_color, use_depth, use_stencil);
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SyncViewport(clear_state);
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SyncRasterizeEnable(clear_state);
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if (regs.clear_flags.scissor) {
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SyncScissorTest(clear_state);
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}
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@ -541,6 +542,7 @@ void RasterizerOpenGL::Clear() {
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void RasterizerOpenGL::DrawPrelude() {
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auto& gpu = system.GPU().Maxwell3D();
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SyncRasterizeEnable(state);
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SyncColorMask();
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SyncFragmentColorClampState();
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SyncMultiSampleState();
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@ -1133,6 +1135,11 @@ void RasterizerOpenGL::SyncStencilTestState() {
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}
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}
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void RasterizerOpenGL::SyncRasterizeEnable(OpenGLState& current_state) {
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const auto& regs = system.GPU().Maxwell3D().regs;
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current_state.rasterizer_discard = regs.rasterize_enable == 0;
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}
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void RasterizerOpenGL::SyncColorMask() {
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auto& maxwell3d = system.GPU().Maxwell3D();
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if (!maxwell3d.dirty.color_mask) {
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@ -168,6 +168,9 @@ private:
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/// Syncs the point state to match the guest state
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void SyncPointState();
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/// Syncs the rasterizer enable state to match the guest state
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void SyncRasterizeEnable(OpenGLState& current_state);
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/// Syncs Color Mask
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void SyncColorMask();
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@ -182,6 +182,10 @@ void OpenGLState::ApplyCulling() {
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}
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}
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void OpenGLState::ApplyRasterizerDiscard() {
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Enable(GL_RASTERIZER_DISCARD, cur_state.rasterizer_discard, rasterizer_discard);
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}
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void OpenGLState::ApplyColorMask() {
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if (!dirty.color_mask) {
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return;
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@ -455,6 +459,7 @@ void OpenGLState::Apply() {
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ApplyPointSize();
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ApplyFragmentColorClamp();
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ApplyMultisample();
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ApplyRasterizerDiscard();
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ApplyColorMask();
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ApplyDepthClamp();
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ApplyViewport();
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@ -48,6 +48,8 @@ public:
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GLuint index = 0;
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} primitive_restart; // GL_PRIMITIVE_RESTART
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bool rasterizer_discard = false; // GL_RASTERIZER_DISCARD
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struct ColorMask {
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GLboolean red_enabled = GL_TRUE;
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GLboolean green_enabled = GL_TRUE;
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@ -56,6 +58,7 @@ public:
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};
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std::array<ColorMask, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets>
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color_mask; // GL_COLOR_WRITEMASK
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struct {
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bool test_enabled = false; // GL_STENCIL_TEST
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struct {
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@ -174,6 +177,7 @@ public:
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void ApplyMultisample();
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void ApplySRgb();
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void ApplyCulling();
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void ApplyRasterizerDiscard();
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void ApplyColorMask();
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void ApplyDepth();
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void ApplyPrimitiveRestart();
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