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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gdkchan 2020-05-27 20:03:07 -03:00 committed by GitHub
parent 83d94b21d0
commit a15b951721
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16 changed files with 202 additions and 53 deletions

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@ -422,10 +422,23 @@ namespace Ryujinx.Graphics.Gpu.Engine
_context.Renderer.Pipeline.SetDepthMode(depthMode);
bool flipY = (state.Get<YControl>(MethodOffset.YControl) & YControl.NegateY) != 0;
float yFlip = flipY ? -1 : 1;
YControl yControl = state.Get<YControl>(MethodOffset.YControl);
Viewport[] viewports = new Viewport[Constants.TotalViewports];
bool flipY = yControl.HasFlag(YControl.NegateY);
Origin origin = yControl.HasFlag(YControl.TriangleRastFlip) ? Origin.LowerLeft : Origin.UpperLeft;
_context.Renderer.Pipeline.SetOrigin(origin);
// The triangle rast flip flag only affects rasterization, the viewport is not flipped.
// Setting the origin mode to upper left on the host, however, not onlyy affects rasterization,
// but also flips the viewport.
// We negate the effects of flipping the viewport by flipping it again using the viewport swizzle.
if (origin == Origin.UpperLeft)
{
flipY = !flipY;
}
Span<Viewport> viewports = stackalloc Viewport[Constants.TotalViewports];
for (int index = 0; index < Constants.TotalViewports; index++)
{
@ -435,17 +448,42 @@ namespace Ryujinx.Graphics.Gpu.Engine
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 = MathF.Abs(transform.ScaleX) * 2;
float height = MathF.Abs(transform.ScaleY) * 2;
RectangleF region = new RectangleF(x, y, width, height);
ViewportSwizzle swizzleX = transform.UnpackSwizzleX();
ViewportSwizzle swizzleY = transform.UnpackSwizzleY();
ViewportSwizzle swizzleZ = transform.UnpackSwizzleZ();
ViewportSwizzle swizzleW = transform.UnpackSwizzleW();
if (transform.ScaleX < 0)
{
swizzleX ^= ViewportSwizzle.NegativeFlag;
}
if (flipY)
{
swizzleY ^= ViewportSwizzle.NegativeFlag;
}
if (transform.ScaleY < 0)
{
swizzleY ^= ViewportSwizzle.NegativeFlag;
}
if (transform.ScaleZ < 0)
{
swizzleZ ^= ViewportSwizzle.NegativeFlag;
}
viewports[index] = new Viewport(
region,
transform.UnpackSwizzleX(),
transform.UnpackSwizzleY(),
transform.UnpackSwizzleZ(),
transform.UnpackSwizzleW(),
swizzleX,
swizzleY,
swizzleZ,
swizzleW,
extents.DepthNear,
extents.DepthFar);
}