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
This commit is contained in:
parent
83d94b21d0
commit
a15b951721
16 changed files with 202 additions and 53 deletions
|
@ -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++)
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue