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Remove depth
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ed61023dd3
commit
529efd6ac8
@ -232,9 +232,9 @@ bool D3D12GSRender::LoadProgram()
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LOG_ERROR(RSX, "Bad surface color target: %d", m_surface_color_target);
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}
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prop.DepthStencil.DepthEnable = m_set_depth_test;
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prop.DepthStencil.DepthWriteMask = m_depth_mask ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
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prop.DepthStencil.DepthFunc = getCompareFunc(m_depth_func);
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prop.DepthStencil.DepthEnable = !!(rsx::method_registers[NV4097_SET_DEPTH_TEST_ENABLE]);
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prop.DepthStencil.DepthWriteMask = !!(rsx::method_registers[NV4097_SET_DEPTH_MASK]) ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
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prop.DepthStencil.DepthFunc = getCompareFunc(rsx::method_registers[NV4097_SET_DEPTH_FUNC]);
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prop.DepthStencil.StencilEnable = m_set_stencil_test;
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prop.DepthStencil.StencilReadMask = m_stencil_func_mask;
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prop.DepthStencil.StencilWriteMask = m_stencil_mask;
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@ -1662,7 +1662,7 @@ void GLGSRender::end()
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draw_array_first = 0;
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}
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Enable(m_set_depth_test, GL_DEPTH_TEST);
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// Enable(m_set_depth_test, GL_DEPTH_TEST);
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Enable(m_set_alpha_test, GL_ALPHA_TEST);
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Enable(m_set_blend || m_set_blend_mrt1 || m_set_blend_mrt2 || m_set_blend_mrt3, GL_BLEND);
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Enable(m_set_scissor_horizontal && m_set_scissor_vertical, GL_SCISSOR_TEST);
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@ -1805,15 +1805,15 @@ void GLGSRender::end()
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checkForGlError("glShadeModel");
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}
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if (m_set_depth_mask)
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// if (m_set_depth_mask)
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{
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glDepthMask(m_depth_mask);
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// glDepthMask(m_depth_mask);
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checkForGlError("glDepthMask");
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}
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if (m_set_depth_func)
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// if (m_set_depth_func)
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{
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glDepthFunc(m_depth_func);
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// glDepthFunc(m_depth_func);
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checkForGlError("glDepthFunc");
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}
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@ -807,26 +807,15 @@ void RSXThread::DoCmd(const u32 fcmd, const u32 cmd, const u32 args_addr, const
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// Depth testing
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case NV4097_SET_DEPTH_TEST_ENABLE:
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{
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m_set_depth_test = ARGS(0) ? true : false;
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break;
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}
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case NV4097_SET_DEPTH_FUNC:
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{
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m_set_depth_func = true;
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m_depth_func = ARGS(0);
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notifyDepthStencilStateChange();
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break;
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}
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case NV4097_SET_DEPTH_MASK:
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{
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m_set_depth_mask = true;
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m_depth_mask = ARGS(0);
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notifyDepthStencilStateChange();
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break;
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}
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// Polygon mode/offset
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case NV4097_SET_FRONT_POLYGON_MODE:
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@ -863,7 +852,7 @@ void RSXThread::DoCmd(const u32 fcmd, const u32 cmd, const u32 args_addr, const
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case NV4097_SET_POLYGON_OFFSET_SCALE_FACTOR:
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{
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m_set_depth_test = true;
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//m_set_depth_test = true;
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m_set_poly_offset_mode = true;
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const u32 a0 = ARGS(0);
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@ -879,7 +868,7 @@ void RSXThread::DoCmd(const u32 fcmd, const u32 cmd, const u32 args_addr, const
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case NV4097_SET_POLYGON_OFFSET_BIAS:
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{
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m_set_depth_test = true;
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//m_set_depth_test = true;
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m_set_poly_offset_mode = true;
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const u32 a0 = ARGS(0);
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@ -1780,14 +1769,8 @@ void RSXThread::DoCmd(const u32 fcmd, const u32 cmd, const u32 args_addr, const
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// Zcull
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case NV4097_SET_ZCULL_EN:
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{
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const u32 a0 = ARGS(0);
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m_set_depth_test = a0 & 0x1 ? true : false;
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m_set_stencil_test = a0 & 0x2 ? true : false;
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notifyDepthStencilStateChange();
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break;
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}
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case NV4097_SET_ZCULL_CONTROL0:
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{
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@ -191,13 +191,6 @@ public:
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float m_clip_min;
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float m_clip_max;
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// Depth test
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bool m_set_depth_test;
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bool m_set_depth_func;
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int m_depth_func;
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bool m_set_depth_mask;
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u32 m_depth_mask;
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// Depth bound test
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bool m_set_depth_bounds_test;
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bool m_set_depth_bounds;
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@ -467,7 +460,6 @@ protected:
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flip_handler.set(0);
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vblank_handler.set(0);
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user_handler.set(0);
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m_set_depth_test = false;
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m_set_alpha_test = false;
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m_set_depth_bounds_test = false;
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m_set_blend = false;
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@ -510,8 +502,7 @@ protected:
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m_alpha_ref = 0.0f;
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m_logic_op = 0x1503; // GL_COPY
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m_shade_mode = 0x1D01; // GL_SMOOTH
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m_depth_mask = 1;
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m_depth_func = 0x0201; // GL_LESS
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m_depth_bounds_min = 0.0;
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m_depth_bounds_max = 1.0;
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m_clip_min = 0.0;
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@ -552,12 +543,13 @@ protected:
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void Reset()
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{
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rsx::method_registers[NV4097_SET_DEPTH_TEST_ENABLE] = false;
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rsx::method_registers[NV4097_SET_DEPTH_MASK] = 1;
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rsx::method_registers[NV4097_SET_DEPTH_FUNC] = 0x0201;
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m_set_dither = false;
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m_set_color_mask = false;
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m_set_clip = false;
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m_set_depth_test = false;
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m_set_depth_func = false;
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m_set_depth_mask = false;
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m_set_depth_bounds_test = false;
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m_set_depth_bounds = false;
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m_set_viewport_horizontal = false;
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@ -469,14 +469,14 @@ void SetupRsxRenderingStates(vm::ptr<CellGcmContextData>& cntxt)
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//TODO: use cntxt
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GSRender& r = Emu.GetGSManager().GetRender();
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r.m_set_color_mask = true; r.m_color_mask_a = r.m_color_mask_r = r.m_color_mask_g = r.m_color_mask_b = true;
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r.m_set_depth_mask = true; r.m_depth_mask = 0;
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rsx::method_registers[NV4097_SET_DEPTH_MASK] = 0;
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r.m_set_alpha_test = false;
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r.m_set_blend = false;
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r.m_set_blend_mrt1 = r.m_set_blend_mrt2 = r.m_set_blend_mrt3 = false;
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r.m_set_logic_op = false;
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r.m_set_cull_face = false;
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r.m_set_depth_bounds_test = false;
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r.m_set_depth_test = false;
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rsx::method_registers[NV4097_SET_DEPTH_TEST_ENABLE] = false;
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r.m_set_poly_offset_fill = false;
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r.m_set_stencil_test = false;
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r.m_set_two_sided_stencil_test_enable = false;
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@ -498,7 +498,7 @@ void RSXDebugger::GetFlags()
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LIST_FLAGS_ADD("Scissor", render.m_set_scissor_horizontal && render.m_set_scissor_vertical);
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LIST_FLAGS_ADD("Cull face", render.m_set_cull_face);
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LIST_FLAGS_ADD("Depth bounds test", render.m_set_depth_bounds_test);
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LIST_FLAGS_ADD("Depth test", render.m_set_depth_test);
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// LIST_FLAGS_ADD("Depth test", render.m_set_depth_test);
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LIST_FLAGS_ADD("Dither", render.m_set_dither);
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LIST_FLAGS_ADD("Line smooth", render.m_set_line_smooth);
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LIST_FLAGS_ADD("Logic op", render.m_set_logic_op);
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@ -612,9 +612,9 @@ void RSXDebugger::GetSettings()
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LIST_SETTINGS_ADD("Context DMA Color D", wxString::Format("0x%x", render.m_context_dma_color_d));
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LIST_SETTINGS_ADD("Context DMA Zeta", wxString::Format("0x%x", render.m_context_dma_z));
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LIST_SETTINGS_ADD("Depth bounds", wxString::Format("Min:%f, Max:%f", render.m_depth_bounds_min, render.m_depth_bounds_max));
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LIST_SETTINGS_ADD("Depth func", !(render.m_set_depth_func) ? "(none)" : wxString::Format("0x%x (%s)",
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render.m_depth_func,
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ParseGCMEnum(render.m_depth_func, CELL_GCM_ENUM)));
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// LIST_SETTINGS_ADD("Depth func", !(render.m_set_depth_func) ? "(none)" : wxString::Format("0x%x (%s)",
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// render.m_depth_func,
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// ParseGCMEnum(render.m_depth_func, CELL_GCM_ENUM)));
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LIST_SETTINGS_ADD("Draw mode", wxString::Format("%d (%s)",
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render.draw_mode,
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ParseGCMEnum(render.draw_mode, CELL_GCM_PRIMITIVE_ENUM)));
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@ -655,7 +655,7 @@ void RSXDebugger::SetFlags(wxListEvent& event)
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case 1: render.m_set_blend ^= true; break;
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case 2: render.m_set_cull_face ^= true; break;
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case 3: render.m_set_depth_bounds_test ^= true; break;
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case 4: render.m_set_depth_test ^= true; break;
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// case 4: render.m_set_depth_test ^= true; break;
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case 5: render.m_set_dither ^= true; break;
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case 6: render.m_set_line_smooth ^= true; break;
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case 7: render.m_set_logic_op ^= true; break;
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