Fix incorrect fragment origin when YNegate is enabled (#4673)
* Fix incorrect fragment origin when YNegate is enabled * Shader cache version bump * Do not update support buffer if shader does not read gl_FragCoord * Pass unscaled viewport size to the support buffer
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@ -178,6 +178,15 @@ namespace Ryujinx.Graphics.Shader
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return 0;
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}
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/// <summary>
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/// Queries if host state forces early depth testing.
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/// </summary>
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/// <returns>True if early depth testing is forced</returns>
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bool QueryEarlyZForce()
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{
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return false;
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}
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/// <summary>
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/// Queries whenever the current draw has written the base vertex and base instance into Constant Buffer 0.
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/// </summary>
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@ -534,19 +543,19 @@ namespace Ryujinx.Graphics.Shader
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}
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/// <summary>
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/// Queries if host state forces early depth testing.
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/// Queries if host state disables the viewport transform.
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/// </summary>
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/// <returns>True if early depth testing is forced</returns>
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bool QueryEarlyZForce()
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/// <returns>True if the viewport transform is disabled</returns>
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bool QueryViewportTransformDisable()
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{
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return false;
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}
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/// <summary>
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/// Queries if host state disables the viewport transform.
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/// Queries Y negate enable state.
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/// </summary>
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/// <returns>True if the viewport transform is disabled</returns>
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bool QueryViewportTransformDisable()
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/// <returns>True if Y negate of the fragment coordinates is enabled, false otherwise</returns>
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bool QueryYNegateEnabled()
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{
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return false;
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}
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