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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gdkchan 2020-09-19 19:46:49 -03:00 committed by GitHub
parent 4b1bed1b05
commit 1eea35554c
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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
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)
{