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path: root/Ryujinx.Graphics.Gpu/Engine/Methods.cs
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Diffstat (limited to 'Ryujinx.Graphics.Gpu/Engine/Methods.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Engine/Methods.cs47
1 files changed, 5 insertions, 42 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/Methods.cs b/Ryujinx.Graphics.Gpu/Engine/Methods.cs
index 12a9744c..6dce61f2 100644
--- a/Ryujinx.Graphics.Gpu/Engine/Methods.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/Methods.cs
@@ -336,8 +336,6 @@ namespace Ryujinx.Graphics.Gpu.Engine
_context.Renderer.Pipeline.SetDepthMode(depthMode);
- bool transformEnable = GetViewportTransformEnable(state);
-
bool flipY = (state.Get<int>(MethodOffset.YControl) & 1) != 0;
float yFlip = flipY ? -1 : 1;
@@ -349,35 +347,13 @@ namespace Ryujinx.Graphics.Gpu.Engine
var transform = state.Get<ViewportTransform>(MethodOffset.ViewportTransform, index);
var extents = state.Get<ViewportExtents> (MethodOffset.ViewportExtents, index);
- RectangleF region;
-
- if (transformEnable)
- {
- float x = transform.TranslateX - MathF.Abs(transform.ScaleX);
- float y = transform.TranslateY - MathF.Abs(transform.ScaleY);
+ float x = transform.TranslateX - MathF.Abs(transform.ScaleX);
+ float y = transform.TranslateY - MathF.Abs(transform.ScaleY);
- float width = transform.ScaleX * 2;
- float height = transform.ScaleY * 2 * yFlip;
+ float width = transform.ScaleX * 2;
+ float height = transform.ScaleY * 2 * yFlip;
- region = new RectangleF(x, y, width, height);
- }
- else
- {
- // It's not possible to fully disable viewport transform, at least with the most
- // common graphics APIs, but we can effectively disable it with a dummy transform.
- // The transform is defined as: xw = (width / 2) * xndc + x + (width / 2)
- // By setting x to -(width / 2), we effectively remove the translation.
- // By setting the width to 2, we remove the scale since 2 / 2 = 1.
- // Now, the only problem is the viewport clipping, that we also can't disable.
- // To prevent the values from being clipped, we multiply (-1, -1, 2, 2) by
- // the maximum supported viewport dimensions.
- // This must be compensated on the shader, by dividing the vertex position
- // by the maximum viewport dimensions.
- float maxSize = _context.Capabilities.MaximumViewportDimensions;
- float halfMaxSize = _context.Capabilities.MaximumViewportDimensions * 0.5f;
-
- region = new RectangleF(-halfMaxSize, -halfMaxSize, maxSize, maxSize * yFlip);
- }
+ RectangleF region = new RectangleF(x, y, width, height);
viewports[index] = new Viewport(
region,
@@ -828,19 +804,6 @@ namespace Ryujinx.Graphics.Gpu.Engine
}
/// <summary>
- /// Gets viewport transform enable.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <returns>Viewport transform enable</returns>
- public bool GetViewportTransformEnable(GpuState state)
- {
- // FIXME: We should read ViewportTransformEnable, but it seems that some games writes 0 there?
- // return state.Get<Boolean32>(MethodOffset.ViewportTransformEnable) != 0;
-
- return true;
- }
-
- /// <summary>
/// Gets texture target from a sampler type.
/// </summary>
/// <param name="type">Sampler type</param>