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
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6 changed files with 101 additions and 136 deletions
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@ -73,34 +73,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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public void PrepareForReturn()
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{
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if (Config.Stage == ShaderStage.Vertex && (Config.Flags & TranslationFlags.VertexA) == 0)
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{
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// Here we attempt to implement viewport swizzle on the vertex shader.
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// Perform permutation and negation of the output gl_Position components.
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// Note that per-viewport swizzling can't be supported using this approach.
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int swizzleX = Config.GpuAccessor.QueryViewportSwizzle(0);
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int swizzleY = Config.GpuAccessor.QueryViewportSwizzle(1);
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int swizzleZ = Config.GpuAccessor.QueryViewportSwizzle(2);
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int swizzleW = Config.GpuAccessor.QueryViewportSwizzle(3);
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bool nonStandardSwizzle = swizzleX != 0 || swizzleY != 2 || swizzleZ != 4 || swizzleW != 6;
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if (!Config.GpuAccessor.QuerySupportsViewportSwizzle() && nonStandardSwizzle)
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{
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Operand[] temp = new Operand[4];
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temp[0] = this.Copy(Attribute(AttributeConsts.PositionX));
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temp[1] = this.Copy(Attribute(AttributeConsts.PositionY));
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temp[2] = this.Copy(Attribute(AttributeConsts.PositionZ));
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temp[3] = this.Copy(Attribute(AttributeConsts.PositionW));
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this.Copy(Attribute(AttributeConsts.PositionX), this.FPNegate(temp[(swizzleX >> 1) & 3], (swizzleX & 1) != 0));
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this.Copy(Attribute(AttributeConsts.PositionY), this.FPNegate(temp[(swizzleY >> 1) & 3], (swizzleY & 1) != 0));
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this.Copy(Attribute(AttributeConsts.PositionZ), this.FPNegate(temp[(swizzleZ >> 1) & 3], (swizzleZ & 1) != 0));
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this.Copy(Attribute(AttributeConsts.PositionW), this.FPNegate(temp[(swizzleW >> 1) & 3], (swizzleW & 1) != 0));
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}
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}
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else if (Config.Stage == ShaderStage.Fragment)
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if (Config.Stage == ShaderStage.Fragment)
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{
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if (Config.OmapDepth)
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{
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