shader: Implement SR_Y_DIRECTION
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10 changed files with 22 additions and 0 deletions
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@ -82,6 +82,8 @@ void FixedPipelineState::Refresh(Tegra::Engines::Maxwell3D& maxwell3d,
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alpha_test_ref = Common::BitCast<u32>(regs.alpha_test_ref);
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point_size = Common::BitCast<u32>(regs.point_size);
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y_negate.Assign(regs.screen_y_control.y_negate != 0 ? 1 : 0);
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if (maxwell3d.dirty.flags[Dirty::InstanceDivisors]) {
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maxwell3d.dirty.flags[Dirty::InstanceDivisors] = false;
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for (size_t index = 0; index < Maxwell::NumVertexArrays; ++index) {
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@ -202,6 +202,7 @@ struct FixedPipelineState {
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BitField<3, 1, u32> early_z;
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BitField<4, 1, u32> depth_enabled;
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BitField<5, 5, u32> depth_format;
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BitField<10, 1, u32> y_negate;
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};
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std::array<u8, Maxwell::NumRenderTargets> color_formats;
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@ -1116,6 +1116,7 @@ Shader::Profile PipelineCache::MakeProfile(const GraphicsPipelineCacheKey& key,
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break;
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}
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profile.force_early_z = key.state.early_z != 0;
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profile.y_negate = key.state.y_negate != 0;
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return profile;
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}
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