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Author SHA1 Message Date
yuzubot 3b55aa4f48 "Merge PR 1340" 2019-09-15 14:39:23 +00:00
Fernando Sahmkow 393cc3ef2f Merge pull request #2851 from ReinUsesLisp/srgb
renderer_opengl: Fix sRGB blits
2019-09-15 10:38:10 -04:00
Fernando Sahmkow b8b1747704 Merge pull request #2824 from ReinUsesLisp/mme
Revert "Revert #2466" and stub FirmwareCall 4
2019-09-15 06:17:04 -04:00
Rodrigo Locatti 193bfefce4 maxwell_3d: Update firmware 4 call stub commentary 2019-09-14 22:51:18 -03:00
ReinUsesLisp 6b997c8f7f renderer_opengl: Fix rebase mistake 2019-09-11 00:09:37 -03:00
Fernando Sahmkow e60d281a01 gl_rasterizer: Correct sRGB Fix regression 2019-09-10 19:31:42 -03:00
ReinUsesLisp 78574746bd renderer_opengl: Fix sRGB blits
Removes the sRGB hack of tracking if a frame used an sRGB rendertarget
to apply at least once to blit the final texture as sRGB. Instead of
doing this apply sRGB if the presented image has sRGB.

Also enable sRGB by default on Maxwell3D registers as some games seem to
assume this.
2019-09-10 19:31:42 -03:00
ReinUsesLisp 5f309b88db Revert "Revert #2466" and stub FirmwareCall 4 2019-09-04 01:55:45 -03:00
9 changed files with 35 additions and 44 deletions

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+6 -10
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@@ -28,18 +28,14 @@ __declspec(noinline, noreturn)
}
#define ASSERT(_a_) \
do \
if (!(_a_)) { \
assert_noinline_call([] { LOG_CRITICAL(Debug, "Assertion Failed!"); }); \
} \
while (0)
if (!(_a_)) { \
LOG_CRITICAL(Debug, "Assertion Failed!"); \
}
#define ASSERT_MSG(_a_, ...) \
do \
if (!(_a_)) { \
assert_noinline_call([&] { LOG_CRITICAL(Debug, "Assertion Failed!\n" __VA_ARGS__); }); \
} \
while (0)
if (!(_a_)) { \
LOG_CRITICAL(Debug, "Assertion Failed! " __VA_ARGS__); \
}
#define UNREACHABLE() ASSERT_MSG(false, "Unreachable code!")
#define UNREACHABLE_MSG(...) ASSERT_MSG(false, __VA_ARGS__)
+15
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@@ -89,6 +89,9 @@ void Maxwell3D::InitializeRegisterDefaults() {
// Commercial games seem to assume this value is enabled and nouveau sets this value manually.
regs.rt_separate_frag_data = 1;
// Some games (like Super Mario Odyssey) assume that SRGB is enabled.
regs.framebuffer_srgb = 1;
}
#define DIRTY_REGS_POS(field_name) (offsetof(Maxwell3D::DirtyRegs, field_name))
@@ -329,6 +332,10 @@ void Maxwell3D::CallMethod(const GPU::MethodCall& method_call) {
ProcessMacroBind(method_call.argument);
break;
}
case MAXWELL3D_REG_INDEX(firmware[4]): {
ProcessFirmwareCall4();
break;
}
case MAXWELL3D_REG_INDEX(const_buffer.cb_data[0]):
case MAXWELL3D_REG_INDEX(const_buffer.cb_data[1]):
case MAXWELL3D_REG_INDEX(const_buffer.cb_data[2]):
@@ -419,6 +426,14 @@ void Maxwell3D::ProcessMacroBind(u32 data) {
macro_positions[regs.macros.entry++] = data;
}
void Maxwell3D::ProcessFirmwareCall4() {
LOG_WARNING(HW_GPU, "(STUBBED) called");
// Firmware call 4 is a blob that changes some registers depending on its parameters.
// These registers don't affect emulation and so are stubbed by setting 0xd00 to 1.
regs.reg_array[0xd00] = 1;
}
void Maxwell3D::ProcessQueryGet() {
const GPUVAddr sequence_address{regs.query.QueryAddress()};
// Since the sequence address is given as a GPU VAddr, we have to convert it to an application
+7 -1
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@@ -1089,7 +1089,9 @@ public:
INSERT_PADDING_WORDS(14);
} shader_config[MaxShaderProgram];
INSERT_PADDING_WORDS(0x80);
INSERT_PADDING_WORDS(0x60);
u32 firmware[0x20];
struct {
u32 cb_size;
@@ -1319,6 +1321,9 @@ private:
/// Handles writes to the macro bind register.
void ProcessMacroBind(u32 data);
/// Handles firmware blob 4
void ProcessFirmwareCall4();
/// Handles a write to the CLEAR_BUFFERS register.
void ProcessClearBuffers();
@@ -1431,6 +1436,7 @@ ASSERT_REG_POSITION(vertex_array[0], 0x700);
ASSERT_REG_POSITION(independent_blend, 0x780);
ASSERT_REG_POSITION(vertex_array_limit[0], 0x7C0);
ASSERT_REG_POSITION(shader_config[0], 0x800);
ASSERT_REG_POSITION(firmware, 0x8C0);
ASSERT_REG_POSITION(const_buffer, 0x8E0);
ASSERT_REG_POSITION(cb_bind[0], 0x904);
ASSERT_REG_POSITION(tex_cb_index, 0x982);
+1 -3
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@@ -131,9 +131,7 @@ bool MacroInterpreter::Step(u32 offset, bool is_delay_slot) {
// An instruction with the Exit flag will not actually
// cause an exit if it's executed inside a delay slot.
// TODO(Blinkhawk): Reversed to always exit. The behavior explained above requires further
// testing on the MME code.
if (opcode.is_exit) {
if (opcode.is_exit && !is_delay_slot) {
// Exit has a delay slot, execute the next instruction
Step(offset, true);
return false;
@@ -489,9 +489,6 @@ std::pair<bool, bool> RasterizerOpenGL::ConfigureFramebuffers(
// Assume that a surface will be written to if it is used as a framebuffer, even if
// the shader doesn't actually write to it.
texture_cache.MarkColorBufferInUse(*single_color_target);
// Workaround for and issue in nvidia drivers
// https://devtalk.nvidia.com/default/topic/776591/opengl/gl_framebuffer_srgb-functions-incorrectly/
state.framebuffer_srgb.enabled |= color_surface->GetSurfaceParams().srgb_conversion;
}
fbkey.is_single_buffer = true;
@@ -512,11 +509,6 @@ std::pair<bool, bool> RasterizerOpenGL::ConfigureFramebuffers(
// Assume that a surface will be written to if it is used as a framebuffer, even
// if the shader doesn't actually write to it.
texture_cache.MarkColorBufferInUse(index);
// Enable sRGB only for supported formats
// Workaround for and issue in nvidia drivers
// https://devtalk.nvidia.com/default/topic/776591/opengl/gl_framebuffer_srgb-functions-incorrectly/
state.framebuffer_srgb.enabled |=
color_surface->GetSurfaceParams().srgb_conversion;
}
fbkey.color_attachments[index] =
@@ -906,6 +898,7 @@ bool RasterizerOpenGL::AccelerateDisplay(const Tegra::FramebufferConfig& config,
}
screen_info.display_texture = surface->GetTexture();
screen_info.display_srgb = surface->GetSurfaceParams().srgb_conversion;
return true;
}
@@ -16,7 +16,6 @@ namespace OpenGL {
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
OpenGLState OpenGLState::cur_state;
bool OpenGLState::s_rgb_used;
namespace {
@@ -282,8 +281,6 @@ void OpenGLState::ApplySRgb() const {
return;
cur_state.framebuffer_srgb.enabled = framebuffer_srgb.enabled;
if (framebuffer_srgb.enabled) {
// Track if sRGB is used
s_rgb_used = true;
glEnable(GL_FRAMEBUFFER_SRGB);
} else {
glDisable(GL_FRAMEBUFFER_SRGB);
-10
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@@ -175,14 +175,6 @@ public:
return cur_state;
}
static bool GetsRGBUsed() {
return s_rgb_used;
}
static void ClearsRGBUsed() {
s_rgb_used = false;
}
void SetDefaultViewports();
/// Apply this state as the current OpenGL state
void Apply();
@@ -253,8 +245,6 @@ public:
private:
static OpenGLState cur_state;
// Workaround for sRGB problems caused by QT not supporting srgb output
static bool s_rgb_used;
struct {
bool blend_state;
bool stencil_state;
@@ -264,7 +264,6 @@ void RendererOpenGL::CreateRasterizer() {
if (rasterizer) {
return;
}
OpenGLState::ClearsRGBUsed();
rasterizer = std::make_unique<RasterizerOpenGL>(system, emu_window, screen_info);
}
@@ -343,9 +342,7 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
}};
state.textures[0] = screen_info.display_texture;
// Workaround brigthness problems in SMO by enabling sRGB in the final output
// if it has been used in the frame. Needed because of this bug in QT: QTBUG-50987
state.framebuffer_srgb.enabled = OpenGLState::GetsRGBUsed();
state.framebuffer_srgb.enabled = screen_info.display_srgb;
state.AllDirty();
state.Apply();
glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), vertices.data());
@@ -355,8 +352,6 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
state.textures[0] = 0;
state.AllDirty();
state.Apply();
// Clear sRGB state for the next frame
OpenGLState::ClearsRGBUsed();
}
/**
@@ -406,8 +401,8 @@ void RendererOpenGL::CaptureScreenshot() {
GLuint renderbuffer;
glGenRenderbuffers(1, &renderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, state.GetsRGBUsed() ? GL_SRGB8 : GL_RGB8, layout.width,
layout.height);
glRenderbufferStorage(GL_RENDERBUFFER, screen_info.display_srgb ? GL_SRGB8 : GL_RGB8,
layout.width, layout.height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
DrawScreen(layout);
@@ -38,7 +38,8 @@ struct TextureInfo {
/// Structure used for storing information about the display target for the Switch screen
struct ScreenInfo {
GLuint display_texture;
GLuint display_texture{};
bool display_srgb{};
const Common::Rectangle<float> display_texcoords{0.0f, 0.0f, 1.0f, 1.0f};
TextureInfo texture;
};