Fix wrong face culling once and for all (#1277)
* Viewport swizzle support on NV and clip origin * Initialize default viewport swizzle state, emulate viewport swizzle on shaders when not supported * Address PR feedback
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16 changed files with 202 additions and 53 deletions
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@ -650,6 +650,13 @@ namespace Ryujinx.Graphics.OpenGL
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_vertexArray.SetIndexBuffer(buffer.Handle);
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}
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public void SetOrigin(Origin origin)
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{
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ClipOrigin clipOrigin = origin == Origin.UpperLeft ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft;
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SetOrigin(clipOrigin);
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}
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public void SetPointSize(float size)
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{
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GL.PointSize(size);
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@ -854,8 +861,6 @@ namespace Ryujinx.Graphics.OpenGL
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public void SetViewports(int first, ReadOnlySpan<Viewport> viewports)
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{
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bool flipY = false;
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float[] viewportArray = new float[viewports.Length * 4];
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double[] depthRangeArray = new double[viewports.Length * 2];
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@ -869,17 +874,14 @@ namespace Ryujinx.Graphics.OpenGL
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viewportArray[viewportElemIndex + 0] = viewport.Region.X;
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viewportArray[viewportElemIndex + 1] = viewport.Region.Y;
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// OpenGL does not support per-viewport flipping, so
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// instead we decide that based on the viewport 0 value.
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// It will apply to all viewports.
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if (index == 0)
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if (HwCapabilities.SupportsViewportSwizzle)
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{
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flipY = viewport.Region.Height < 0;
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}
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if (viewport.SwizzleY == ViewportSwizzle.NegativeY)
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{
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flipY = !flipY;
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GL.NV.ViewportSwizzle(
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index,
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viewport.SwizzleX.Convert(),
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viewport.SwizzleY.Convert(),
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viewport.SwizzleZ.Convert(),
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viewport.SwizzleW.Convert());
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}
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viewportArray[viewportElemIndex + 2] = MathF.Abs(viewport.Region.Width);
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@ -892,8 +894,6 @@ namespace Ryujinx.Graphics.OpenGL
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GL.ViewportArray(first, viewports.Length, viewportArray);
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GL.DepthRangeArray(first, viewports.Length, depthRangeArray);
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SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft);
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}
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public void TextureBarrier()
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