Implement Viewport Transform Disable (#3328)
* Initial implementation (no specialization) * Use specialization * Fix render scale, increase code gen version * Revert accidental change * Address Feedback
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24 changed files with 200 additions and 26 deletions
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@ -154,9 +154,56 @@ namespace Ryujinx.Graphics.Shader.Translation
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return label;
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}
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public void PrepareForVertexReturn()
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{
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if (Config.GpuAccessor.QueryViewportTransformDisable())
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{
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Operand x = Attribute(AttributeConsts.PositionX | AttributeConsts.LoadOutputMask);
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Operand y = Attribute(AttributeConsts.PositionY | AttributeConsts.LoadOutputMask);
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Operand xScale = Attribute(AttributeConsts.SupportBlockViewInverseX);
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Operand yScale = Attribute(AttributeConsts.SupportBlockViewInverseY);
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Operand negativeOne = ConstF(-1.0f);
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this.Copy(Attribute(AttributeConsts.PositionX), this.FPFusedMultiplyAdd(x, xScale, negativeOne));
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this.Copy(Attribute(AttributeConsts.PositionY), this.FPFusedMultiplyAdd(y, yScale, negativeOne));
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}
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}
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public void PrepareForVertexReturn(out Operand oldXLocal, out Operand oldYLocal, out Operand oldZLocal)
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{
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if (Config.GpuAccessor.QueryViewportTransformDisable())
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{
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oldXLocal = Local();
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this.Copy(oldXLocal, Attribute(AttributeConsts.PositionX | AttributeConsts.LoadOutputMask));
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oldYLocal = Local();
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this.Copy(oldYLocal, Attribute(AttributeConsts.PositionY | AttributeConsts.LoadOutputMask));
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}
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else
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{
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oldXLocal = null;
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oldYLocal = null;
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}
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// Will be used by Vulkan backend for depth mode emulation.
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oldZLocal = null;
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PrepareForVertexReturn();
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}
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public void PrepareForReturn()
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{
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if (!IsNonMain && Config.Stage == ShaderStage.Fragment)
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if (IsNonMain)
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{
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return;
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}
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if (Config.LastInVertexPipeline &&
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(Config.Stage == ShaderStage.Vertex || Config.Stage == ShaderStage.TessellationEvaluation) &&
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(Config.Options.Flags & TranslationFlags.VertexA) == 0)
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{
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PrepareForVertexReturn();
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}
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else if (Config.Stage == ShaderStage.Fragment)
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{
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if (Config.OmapDepth)
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{
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