Better viewport flipping and depth mode detection method (#1556)
* Use a better viewport flipping approach * New approach to detect depth mode * nit: Sort method on the OpenGL backend * Adjust spacing on comment * Unswap near and far parameters based on ScaleZ
This commit is contained in:
@ -64,22 +64,9 @@
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool QuerySupportsViewportSwizzle()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public TextureFormat QueryTextureFormat(int handle)
|
||||
{
|
||||
return TextureFormat.R8G8B8A8Unorm;
|
||||
}
|
||||
|
||||
public int QueryViewportSwizzle(int component)
|
||||
{
|
||||
// Bit 0: Negate flag.
|
||||
// Bits 2-1: Component.
|
||||
// Example: 0b110 = W, 0b111 = -W, 0b000 = X, 0b010 = Y etc.
|
||||
return component << 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -73,34 +73,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||
|
||||
public void PrepareForReturn()
|
||||
{
|
||||
if (Config.Stage == ShaderStage.Vertex && (Config.Flags & TranslationFlags.VertexA) == 0)
|
||||
{
|
||||
// Here we attempt to implement viewport swizzle on the vertex shader.
|
||||
// Perform permutation and negation of the output gl_Position components.
|
||||
// Note that per-viewport swizzling can't be supported using this approach.
|
||||
int swizzleX = Config.GpuAccessor.QueryViewportSwizzle(0);
|
||||
int swizzleY = Config.GpuAccessor.QueryViewportSwizzle(1);
|
||||
int swizzleZ = Config.GpuAccessor.QueryViewportSwizzle(2);
|
||||
int swizzleW = Config.GpuAccessor.QueryViewportSwizzle(3);
|
||||
|
||||
bool nonStandardSwizzle = swizzleX != 0 || swizzleY != 2 || swizzleZ != 4 || swizzleW != 6;
|
||||
|
||||
if (!Config.GpuAccessor.QuerySupportsViewportSwizzle() && nonStandardSwizzle)
|
||||
{
|
||||
Operand[] temp = new Operand[4];
|
||||
|
||||
temp[0] = this.Copy(Attribute(AttributeConsts.PositionX));
|
||||
temp[1] = this.Copy(Attribute(AttributeConsts.PositionY));
|
||||
temp[2] = this.Copy(Attribute(AttributeConsts.PositionZ));
|
||||
temp[3] = this.Copy(Attribute(AttributeConsts.PositionW));
|
||||
|
||||
this.Copy(Attribute(AttributeConsts.PositionX), this.FPNegate(temp[(swizzleX >> 1) & 3], (swizzleX & 1) != 0));
|
||||
this.Copy(Attribute(AttributeConsts.PositionY), this.FPNegate(temp[(swizzleY >> 1) & 3], (swizzleY & 1) != 0));
|
||||
this.Copy(Attribute(AttributeConsts.PositionZ), this.FPNegate(temp[(swizzleZ >> 1) & 3], (swizzleZ & 1) != 0));
|
||||
this.Copy(Attribute(AttributeConsts.PositionW), this.FPNegate(temp[(swizzleW >> 1) & 3], (swizzleW & 1) != 0));
|
||||
}
|
||||
}
|
||||
else if (Config.Stage == ShaderStage.Fragment)
|
||||
if (Config.Stage == ShaderStage.Fragment)
|
||||
{
|
||||
if (Config.OmapDepth)
|
||||
{
|
||||
|
Reference in New Issue
Block a user