aboutsummaryrefslogtreecommitdiff
path: root/Ryujinx.Graphics.Shader
diff options
context:
space:
mode:
authorgdkchan <gab.dark.100@gmail.com>2020-09-19 19:46:49 -0300
committerGitHub <noreply@github.com>2020-09-19 19:46:49 -0300
commit1eea35554c7505dbf521cf9f3cfeeaa0fc7e916f (patch)
tree1d8a35b8aed1ca980ae942b863561a3fe3b0bedd /Ryujinx.Graphics.Shader
parent4b1bed1b051439a95adcc03da4175741dbdf5bb4 (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.cs13
-rw-r--r--Ryujinx.Graphics.Shader/Translation/EmitterContext.cs29
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)
{