Fix incorrect fragment origin when YNegate is enabled (#4673)
* Fix incorrect fragment origin when YNegate is enabled * Shader cache version bump * Do not update support buffer if shader does not read gl_FragCoord * Pass unscaled viewport size to the support buffer
This commit is contained in:
parent
eb528ae0f0
commit
f95b7c5877
17 changed files with 207 additions and 26 deletions
|
@ -161,6 +161,18 @@ namespace Ryujinx.Graphics.Shader.Instructions
|
|||
// FragCoord X/Y must be divided by the render target scale, if resolution scaling is active,
|
||||
// because the shader code is not expecting scaled values.
|
||||
res = context.FPDivide(res, context.Load(StorageKind.ConstantBuffer, SupportBuffer.Binding, Const((int)SupportBufferField.RenderScale), Const(0)));
|
||||
|
||||
if (op.Imm10 == AttributeConsts.PositionY && context.Config.Options.TargetApi != TargetApi.OpenGL)
|
||||
{
|
||||
// If YNegate is enabled, we need to flip the fragment coordinates vertically, unless
|
||||
// the API supports changing the origin (only OpenGL does).
|
||||
if (context.Config.GpuAccessor.QueryYNegateEnabled())
|
||||
{
|
||||
Operand viewportHeight = context.Load(StorageKind.ConstantBuffer, 0, Const((int)SupportBufferField.ViewportSize), Const(1));
|
||||
|
||||
res = context.FPSubtract(viewportHeight, res);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (op.Imm10 == AttributeConsts.FrontFacing && context.Config.GpuAccessor.QueryHostHasFrontFacingBug())
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue