Remove more unused code
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59fdaa744b
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7 changed files with 7 additions and 100 deletions
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@ -336,8 +336,6 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.Renderer.Pipeline.SetDepthMode(depthMode);
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bool transformEnable = GetViewportTransformEnable(state);
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bool flipY = (state.Get<int>(MethodOffset.YControl) & 1) != 0;
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float yFlip = flipY ? -1 : 1;
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@ -349,35 +347,13 @@ namespace Ryujinx.Graphics.Gpu.Engine
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var transform = state.Get<ViewportTransform>(MethodOffset.ViewportTransform, index);
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var extents = state.Get<ViewportExtents> (MethodOffset.ViewportExtents, index);
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RectangleF region;
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float x = transform.TranslateX - MathF.Abs(transform.ScaleX);
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float y = transform.TranslateY - MathF.Abs(transform.ScaleY);
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if (transformEnable)
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{
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float x = transform.TranslateX - MathF.Abs(transform.ScaleX);
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float y = transform.TranslateY - MathF.Abs(transform.ScaleY);
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float width = transform.ScaleX * 2;
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float height = transform.ScaleY * 2 * yFlip;
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float width = transform.ScaleX * 2;
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float height = transform.ScaleY * 2 * yFlip;
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region = new RectangleF(x, y, width, height);
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}
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else
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{
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// It's not possible to fully disable viewport transform, at least with the most
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// common graphics APIs, but we can effectively disable it with a dummy transform.
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// The transform is defined as: xw = (width / 2) * xndc + x + (width / 2)
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// By setting x to -(width / 2), we effectively remove the translation.
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// By setting the width to 2, we remove the scale since 2 / 2 = 1.
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// Now, the only problem is the viewport clipping, that we also can't disable.
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// To prevent the values from being clipped, we multiply (-1, -1, 2, 2) by
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// the maximum supported viewport dimensions.
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// This must be compensated on the shader, by dividing the vertex position
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// by the maximum viewport dimensions.
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float maxSize = _context.Capabilities.MaximumViewportDimensions;
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float halfMaxSize = _context.Capabilities.MaximumViewportDimensions * 0.5f;
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region = new RectangleF(-halfMaxSize, -halfMaxSize, maxSize, maxSize * yFlip);
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}
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RectangleF region = new RectangleF(x, y, width, height);
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viewports[index] = new Viewport(
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region,
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@ -827,19 +803,6 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.Renderer.Pipeline.SetProgram(gs.HostProgram);
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}
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/// <summary>
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/// Gets viewport transform enable.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <returns>Viewport transform enable</returns>
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public bool GetViewportTransformEnable(GpuState state)
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{
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// FIXME: We should read ViewportTransformEnable, but it seems that some games writes 0 there?
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// return state.Get<Boolean32>(MethodOffset.ViewportTransformEnable) != 0;
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return true;
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}
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/// <summary>
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/// Gets texture target from a sampler type.
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/// </summary>
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