diff options
| author | gdkchan <gab.dark.100@gmail.com> | 2020-09-19 19:46:49 -0300 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-09-19 19:46:49 -0300 |
| commit | 1eea35554c7505dbf521cf9f3cfeeaa0fc7e916f (patch) | |
| tree | 1d8a35b8aed1ca980ae942b863561a3fe3b0bedd /Ryujinx.Graphics.Shader | |
| parent | 4b1bed1b051439a95adcc03da4175741dbdf5bb4 (diff) | |
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
Diffstat (limited to 'Ryujinx.Graphics.Shader')
| -rw-r--r-- | Ryujinx.Graphics.Shader/IGpuAccessor.cs | 13 | ||||
| -rw-r--r-- | Ryujinx.Graphics.Shader/Translation/EmitterContext.cs | 29 |
2 files changed, 1 insertions, 41 deletions
diff --git a/Ryujinx.Graphics.Shader/IGpuAccessor.cs b/Ryujinx.Graphics.Shader/IGpuAccessor.cs index 06333dac..e10d869b 100644 --- a/Ryujinx.Graphics.Shader/IGpuAccessor.cs +++ b/Ryujinx.Graphics.Shader/IGpuAccessor.cs @@ -64,22 +64,9 @@ return true; } - public bool QuerySupportsViewportSwizzle() - { - return true; - } - public TextureFormat QueryTextureFormat(int handle) { return TextureFormat.R8G8B8A8Unorm; } - - public int QueryViewportSwizzle(int component) - { - // Bit 0: Negate flag. - // Bits 2-1: Component. - // Example: 0b110 = W, 0b111 = -W, 0b000 = X, 0b010 = Y etc. - return component << 1; - } } } diff --git a/Ryujinx.Graphics.Shader/Translation/EmitterContext.cs b/Ryujinx.Graphics.Shader/Translation/EmitterContext.cs index 8cd59016..ac7a2642 100644 --- a/Ryujinx.Graphics.Shader/Translation/EmitterContext.cs +++ b/Ryujinx.Graphics.Shader/Translation/EmitterContext.cs @@ -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) { |
