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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@ -11,9 +11,7 @@ namespace Ryujinx.Graphics.Shader.Translation
public Block CurrBlock { get; set; }
public OpCode CurrOp { get; set; }
private ShaderConfig _config;
public ShaderConfig Config => _config;
public ShaderConfig Config { get; }
private List<Operation> _operations;
@ -21,7 +19,7 @@ namespace Ryujinx.Graphics.Shader.Translation
public EmitterContext(ShaderConfig config)
{
_config = config;
Config = config;
_operations = new List<Operation>();
@ -61,13 +59,40 @@ namespace Ryujinx.Graphics.Shader.Translation
public void PrepareForReturn()
{
if (_config.Stage == ShaderStage.Fragment)
if (Config.Stage == ShaderStage.Vertex && (Config.Flags & TranslationFlags.VertexA) == 0)
{
if (_config.OmapDepth)
// 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.OmapDepth)
{
Operand dest = Attribute(AttributeConsts.FragmentOutputDepth);
Operand src = Register(_config.GetDepthRegister(), RegisterType.Gpr);
Operand src = Register(Config.GetDepthRegister(), RegisterType.Gpr);
this.Copy(dest, src);
}
@ -76,7 +101,7 @@ namespace Ryujinx.Graphics.Shader.Translation
for (int attachment = 0; attachment < 8; attachment++)
{
OmapTarget target = _config.OmapTargets[attachment];
OmapTarget target = Config.OmapTargets[attachment];
for (int component = 0; component < 4; component++)
{