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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@ -3,6 +3,7 @@ using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Shader;
using System;
namespace Ryujinx.Graphics.Gpu.Shader
{
@ -187,6 +188,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
public bool QuerySupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
/// <summary>
/// Queries host GPU viewport swizzle support.
/// </summary>
/// <returns>True if the GPU and driver supports viewport swizzle, false otherwise</returns>
public bool QuerySupportsViewportSwizzle() => _context.Capabilities.SupportsViewportSwizzle;
/// <summary>
/// Queries texture format information, for shaders using image load or store.
/// </summary>
@ -250,6 +257,24 @@ namespace Ryujinx.Graphics.Gpu.Shader
};
}
public int QueryViewportSwizzle(int component)
{
YControl yControl = _state.Get<YControl>(MethodOffset.YControl);
bool flipY = yControl.HasFlag(YControl.NegateY) ^ !yControl.HasFlag(YControl.TriangleRastFlip);
ViewportTransform transform = _state.Get<ViewportTransform>(MethodOffset.ViewportTransform, 0);
return component switch
{
0 => (int)(transform.UnpackSwizzleX() ^ (transform.ScaleX < 0 ? ViewportSwizzle.NegativeFlag : 0)),
1 => (int)(transform.UnpackSwizzleY() ^ (transform.ScaleY < 0 ? ViewportSwizzle.NegativeFlag : 0) ^ (flipY ? ViewportSwizzle.NegativeFlag : 0)),
2 => (int)(transform.UnpackSwizzleZ() ^ (transform.ScaleZ < 0 ? ViewportSwizzle.NegativeFlag : 0)),
3 => (int)transform.UnpackSwizzleW(),
_ => throw new ArgumentOutOfRangeException(nameof(component))
};
}
/// <summary>
/// Gets the texture descriptor for a given texture on the pool.
/// </summary>