mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-18 01:26:40 +00:00
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
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@ -5,26 +5,28 @@ namespace Ryujinx.Graphics.GAL
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public bool SupportsAstcCompression { get; }
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public bool SupportsImageLoadFormatted { get; }
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public bool SupportsNonConstantTextureOffset { get; }
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public bool SupportsViewportSwizzle { get; }
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public int MaximumComputeSharedMemorySize { get; }
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public int StorageBufferOffsetAlignment { get; }
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public float MaxSupportedAnisotropy { get; }
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public int MaximumComputeSharedMemorySize { get; }
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public float MaximumSupportedAnisotropy { get; }
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public int StorageBufferOffsetAlignment { get; }
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public Capabilities(
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bool supportsAstcCompression,
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bool supportsImageLoadFormatted,
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bool supportsNonConstantTextureOffset,
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bool supportsViewportSwizzle,
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int maximumComputeSharedMemorySize,
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int storageBufferOffsetAlignment,
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float maxSupportedAnisotropy)
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float maximumSupportedAnisotropy,
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int storageBufferOffsetAlignment)
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{
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SupportsAstcCompression = supportsAstcCompression;
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SupportsImageLoadFormatted = supportsImageLoadFormatted;
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SupportsNonConstantTextureOffset = supportsNonConstantTextureOffset;
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SupportsViewportSwizzle = supportsViewportSwizzle;
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MaximumComputeSharedMemorySize = maximumComputeSharedMemorySize;
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MaximumSupportedAnisotropy = maximumSupportedAnisotropy;
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StorageBufferOffsetAlignment = storageBufferOffsetAlignment;
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MaxSupportedAnisotropy = maxSupportedAnisotropy;
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}
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}
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}
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@ -42,6 +42,8 @@ namespace Ryujinx.Graphics.GAL
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void SetImage(int index, ShaderStage stage, ITexture texture);
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void SetOrigin(Origin origin);
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void SetPointSize(float size);
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void SetPrimitiveRestart(bool enable, int index);
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8
Ryujinx.Graphics.GAL/Origin.cs
Normal file
8
Ryujinx.Graphics.GAL/Origin.cs
Normal file
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@ -0,0 +1,8 @@
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namespace Ryujinx.Graphics.GAL
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{
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public enum Origin
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{
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UpperLeft,
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LowerLeft
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}
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}
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@ -2,13 +2,15 @@ namespace Ryujinx.Graphics.GAL
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{
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public enum ViewportSwizzle
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{
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PositiveX,
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NegativeX,
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PositiveY,
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NegativeY,
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PositiveZ,
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NegativeZ,
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PositiveW,
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NegativeW
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PositiveX = 0,
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NegativeX = 1,
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PositiveY = 2,
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NegativeY = 3,
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PositiveZ = 4,
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NegativeZ = 5,
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PositiveW = 6,
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NegativeW = 7,
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NegativeFlag = 1
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}
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}
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@ -422,10 +422,23 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.Renderer.Pipeline.SetDepthMode(depthMode);
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bool flipY = (state.Get<YControl>(MethodOffset.YControl) & YControl.NegateY) != 0;
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float yFlip = flipY ? -1 : 1;
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YControl yControl = state.Get<YControl>(MethodOffset.YControl);
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Viewport[] viewports = new Viewport[Constants.TotalViewports];
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bool flipY = yControl.HasFlag(YControl.NegateY);
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Origin origin = yControl.HasFlag(YControl.TriangleRastFlip) ? Origin.LowerLeft : Origin.UpperLeft;
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_context.Renderer.Pipeline.SetOrigin(origin);
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// The triangle rast flip flag only affects rasterization, the viewport is not flipped.
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// Setting the origin mode to upper left on the host, however, not onlyy affects rasterization,
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// but also flips the viewport.
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// We negate the effects of flipping the viewport by flipping it again using the viewport swizzle.
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if (origin == Origin.UpperLeft)
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{
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flipY = !flipY;
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}
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Span<Viewport> viewports = stackalloc Viewport[Constants.TotalViewports];
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for (int index = 0; index < Constants.TotalViewports; index++)
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{
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@ -435,17 +448,42 @@ namespace Ryujinx.Graphics.Gpu.Engine
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float x = transform.TranslateX - MathF.Abs(transform.ScaleX);
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float y = transform.TranslateY - MathF.Abs(transform.ScaleY);
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float width = transform.ScaleX * 2;
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float height = transform.ScaleY * 2 * yFlip;
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float width = MathF.Abs(transform.ScaleX) * 2;
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float height = MathF.Abs(transform.ScaleY) * 2;
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RectangleF region = new RectangleF(x, y, width, height);
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ViewportSwizzle swizzleX = transform.UnpackSwizzleX();
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ViewportSwizzle swizzleY = transform.UnpackSwizzleY();
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ViewportSwizzle swizzleZ = transform.UnpackSwizzleZ();
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ViewportSwizzle swizzleW = transform.UnpackSwizzleW();
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if (transform.ScaleX < 0)
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{
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swizzleX ^= ViewportSwizzle.NegativeFlag;
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}
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if (flipY)
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{
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swizzleY ^= ViewportSwizzle.NegativeFlag;
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}
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if (transform.ScaleY < 0)
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{
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swizzleY ^= ViewportSwizzle.NegativeFlag;
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}
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if (transform.ScaleZ < 0)
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{
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swizzleZ ^= ViewportSwizzle.NegativeFlag;
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}
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viewports[index] = new Viewport(
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region,
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transform.UnpackSwizzleX(),
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transform.UnpackSwizzleY(),
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transform.UnpackSwizzleZ(),
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transform.UnpackSwizzleW(),
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swizzleX,
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swizzleY,
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swizzleZ,
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swizzleW,
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extents.DepthNear,
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extents.DepthFar);
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}
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@ -41,7 +41,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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float mipLodBias = descriptor.UnpackMipLodBias();
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float maxRequestedAnisotropy = GraphicsConfig.MaxAnisotropy >= 0 && GraphicsConfig.MaxAnisotropy <= 16 ? GraphicsConfig.MaxAnisotropy : descriptor.UnpackMaxAnisotropy();
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float maxSupportedAnisotropy = context.Capabilities.MaxSupportedAnisotropy;
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float maxSupportedAnisotropy = context.Capabilities.MaximumSupportedAnisotropy;
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if (maxRequestedAnisotropy > maxSupportedAnisotropy)
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maxRequestedAnisotropy = maxSupportedAnisotropy;
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@ -3,6 +3,7 @@ using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using System;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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@ -187,6 +188,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
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public bool QuerySupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
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/// <summary>
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/// Queries host GPU viewport swizzle support.
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/// </summary>
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/// <returns>True if the GPU and driver supports viewport swizzle, false otherwise</returns>
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public bool QuerySupportsViewportSwizzle() => _context.Capabilities.SupportsViewportSwizzle;
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/// <summary>
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/// Queries texture format information, for shaders using image load or store.
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/// </summary>
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@ -250,6 +257,24 @@ namespace Ryujinx.Graphics.Gpu.Shader
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};
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}
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public int QueryViewportSwizzle(int component)
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{
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YControl yControl = _state.Get<YControl>(MethodOffset.YControl);
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bool flipY = yControl.HasFlag(YControl.NegateY) ^ !yControl.HasFlag(YControl.TriangleRastFlip);
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ViewportTransform transform = _state.Get<ViewportTransform>(MethodOffset.ViewportTransform, 0);
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return component switch
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{
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0 => (int)(transform.UnpackSwizzleX() ^ (transform.ScaleX < 0 ? ViewportSwizzle.NegativeFlag : 0)),
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1 => (int)(transform.UnpackSwizzleY() ^ (transform.ScaleY < 0 ? ViewportSwizzle.NegativeFlag : 0) ^ (flipY ? ViewportSwizzle.NegativeFlag : 0)),
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2 => (int)(transform.UnpackSwizzleZ() ^ (transform.ScaleZ < 0 ? ViewportSwizzle.NegativeFlag : 0)),
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3 => (int)transform.UnpackSwizzleW(),
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_ => throw new ArgumentOutOfRangeException(nameof(component))
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};
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}
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/// <summary>
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/// Gets the texture descriptor for a given texture on the pool.
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/// </summary>
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@ -146,6 +146,9 @@ namespace Ryujinx.Graphics.Gpu.State
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{
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memory[(int)MethodOffset.ViewportExtents + index * 4 + 2] = 0;
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memory[(int)MethodOffset.ViewportExtents + index * 4 + 3] = 0x3F800000;
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// Set swizzle to +XYZW
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memory[(int)MethodOffset.ViewportTransform + index * 8 + 6] = 0x6420;
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}
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// Viewport transform enable.
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@ -416,5 +416,32 @@ namespace Ryujinx.Graphics.OpenGL
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return TextureTarget.Texture2D;
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}
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public static NvViewportSwizzle Convert(this ViewportSwizzle swizzle)
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{
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switch (swizzle)
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{
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case ViewportSwizzle.PositiveX:
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return NvViewportSwizzle.ViewportSwizzlePositiveXNv;
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case ViewportSwizzle.PositiveY:
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return NvViewportSwizzle.ViewportSwizzlePositiveYNv;
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case ViewportSwizzle.PositiveZ:
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return NvViewportSwizzle.ViewportSwizzlePositiveZNv;
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case ViewportSwizzle.PositiveW:
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return NvViewportSwizzle.ViewportSwizzlePositiveWNv;
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case ViewportSwizzle.NegativeX:
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return NvViewportSwizzle.ViewportSwizzleNegativeXNv;
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case ViewportSwizzle.NegativeY:
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return NvViewportSwizzle.ViewportSwizzleNegativeYNv;
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case ViewportSwizzle.NegativeZ:
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return NvViewportSwizzle.ViewportSwizzleNegativeZNv;
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case ViewportSwizzle.NegativeW:
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return NvViewportSwizzle.ViewportSwizzleNegativeWNv;
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}
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Logger.PrintDebug(LogClass.Gpu, $"Invalid {nameof(ViewportSwizzle)} enum value: {swizzle}.");
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return NvViewportSwizzle.ViewportSwizzlePositiveXNv;
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}
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}
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}
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@ -7,6 +7,7 @@ namespace Ryujinx.Graphics.OpenGL
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{
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private static readonly Lazy<bool> _supportsAstcCompression = new Lazy<bool>(() => HasExtension("GL_KHR_texture_compression_astc_ldr"));
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private static readonly Lazy<bool> _supportsImageLoadFormatted = new Lazy<bool>(() => HasExtension("GL_EXT_shader_image_load_formatted"));
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private static readonly Lazy<bool> _supportsViewportSwizzle = new Lazy<bool>(() => HasExtension("GL_NV_viewport_swizzle"));
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private static readonly Lazy<int> _maximumComputeSharedMemorySize = new Lazy<int>(() => GetLimit(All.MaxComputeSharedMemorySize));
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private static readonly Lazy<int> _storageBufferOffsetAlignment = new Lazy<int>(() => GetLimit(All.ShaderStorageBufferOffsetAlignment));
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@ -27,12 +28,13 @@ namespace Ryujinx.Graphics.OpenGL
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public static bool SupportsAstcCompression => _supportsAstcCompression.Value;
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public static bool SupportsImageLoadFormatted => _supportsImageLoadFormatted.Value;
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public static bool SupportsViewportSwizzle => _supportsViewportSwizzle.Value;
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public static bool SupportsNonConstantTextureOffset => _gpuVendor.Value == GpuVendor.Nvidia;
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public static int MaximumComputeSharedMemorySize => _maximumComputeSharedMemorySize.Value;
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public static int StorageBufferOffsetAlignment => _storageBufferOffsetAlignment.Value;
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public static float MaxSupportedAnisotropy => _maxSupportedAnisotropy.Value;
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public static float MaximumSupportedAnisotropy => _maxSupportedAnisotropy.Value;
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private static bool HasExtension(string name)
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{
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@ -650,6 +650,13 @@ namespace Ryujinx.Graphics.OpenGL
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_vertexArray.SetIndexBuffer(buffer.Handle);
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}
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public void SetOrigin(Origin origin)
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{
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ClipOrigin clipOrigin = origin == Origin.UpperLeft ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft;
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SetOrigin(clipOrigin);
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}
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public void SetPointSize(float size)
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{
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GL.PointSize(size);
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@ -854,8 +861,6 @@ namespace Ryujinx.Graphics.OpenGL
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public void SetViewports(int first, ReadOnlySpan<Viewport> viewports)
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{
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bool flipY = false;
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float[] viewportArray = new float[viewports.Length * 4];
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double[] depthRangeArray = new double[viewports.Length * 2];
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@ -869,17 +874,14 @@ namespace Ryujinx.Graphics.OpenGL
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viewportArray[viewportElemIndex + 0] = viewport.Region.X;
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viewportArray[viewportElemIndex + 1] = viewport.Region.Y;
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// OpenGL does not support per-viewport flipping, so
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// instead we decide that based on the viewport 0 value.
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// It will apply to all viewports.
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if (index == 0)
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if (HwCapabilities.SupportsViewportSwizzle)
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{
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flipY = viewport.Region.Height < 0;
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}
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if (viewport.SwizzleY == ViewportSwizzle.NegativeY)
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{
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flipY = !flipY;
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GL.NV.ViewportSwizzle(
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index,
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viewport.SwizzleX.Convert(),
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viewport.SwizzleY.Convert(),
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viewport.SwizzleZ.Convert(),
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viewport.SwizzleW.Convert());
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}
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viewportArray[viewportElemIndex + 2] = MathF.Abs(viewport.Region.Width);
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@ -892,8 +894,6 @@ namespace Ryujinx.Graphics.OpenGL
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GL.ViewportArray(first, viewports.Length, viewportArray);
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GL.DepthRangeArray(first, viewports.Length, depthRangeArray);
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SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft);
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}
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public void TextureBarrier()
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@ -75,9 +75,10 @@ namespace Ryujinx.Graphics.OpenGL
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HwCapabilities.SupportsAstcCompression,
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HwCapabilities.SupportsImageLoadFormatted,
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HwCapabilities.SupportsNonConstantTextureOffset,
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HwCapabilities.SupportsViewportSwizzle,
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HwCapabilities.MaximumComputeSharedMemorySize,
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HwCapabilities.StorageBufferOffsetAlignment,
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HwCapabilities.MaxSupportedAnisotropy);
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HwCapabilities.MaximumSupportedAnisotropy,
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HwCapabilities.StorageBufferOffsetAlignment);
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}
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public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
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@ -64,9 +64,22 @@
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return true;
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}
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public bool QuerySupportsViewportSwizzle()
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{
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return true;
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}
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public TextureFormat QueryTextureFormat(int handle)
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{
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return TextureFormat.R8G8B8A8Unorm;
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}
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public int QueryViewportSwizzle(int component)
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{
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// Bit 0: Negate flag.
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// Bits 2-1: Component.
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// Example: 0b110 = W, 0b111 = -W, 0b000 = X, 0b010 = Y etc.
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return component << 1;
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}
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}
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}
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@ -11,9 +11,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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public Block CurrBlock { get; set; }
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public OpCode CurrOp { get; set; }
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private ShaderConfig _config;
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public ShaderConfig Config => _config;
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public ShaderConfig Config { get; }
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private List<Operation> _operations;
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@ -21,7 +19,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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public EmitterContext(ShaderConfig config)
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{
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_config = config;
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Config = config;
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_operations = new List<Operation>();
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@ -61,13 +59,40 @@ namespace Ryujinx.Graphics.Shader.Translation
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public void PrepareForReturn()
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{
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if (_config.Stage == ShaderStage.Fragment)
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if (Config.Stage == ShaderStage.Vertex && (Config.Flags & TranslationFlags.VertexA) == 0)
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{
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if (_config.OmapDepth)
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// Here we attempt to implement viewport swizzle on the vertex shader.
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// Perform permutation and negation of the output gl_Position components.
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// Note that per-viewport swizzling can't be supported using this approach.
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int swizzleX = Config.GpuAccessor.QueryViewportSwizzle(0);
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int swizzleY = Config.GpuAccessor.QueryViewportSwizzle(1);
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int swizzleZ = Config.GpuAccessor.QueryViewportSwizzle(2);
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int swizzleW = Config.GpuAccessor.QueryViewportSwizzle(3);
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bool nonStandardSwizzle = swizzleX != 0 || swizzleY != 2 || swizzleZ != 4 || swizzleW != 6;
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if (!Config.GpuAccessor.QuerySupportsViewportSwizzle() && nonStandardSwizzle)
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{
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Operand[] temp = new Operand[4];
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temp[0] = this.Copy(Attribute(AttributeConsts.PositionX));
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temp[1] = this.Copy(Attribute(AttributeConsts.PositionY));
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temp[2] = this.Copy(Attribute(AttributeConsts.PositionZ));
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temp[3] = this.Copy(Attribute(AttributeConsts.PositionW));
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this.Copy(Attribute(AttributeConsts.PositionX), this.FPNegate(temp[(swizzleX >> 1) & 3], (swizzleX & 1) != 0));
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this.Copy(Attribute(AttributeConsts.PositionY), this.FPNegate(temp[(swizzleY >> 1) & 3], (swizzleY & 1) != 0));
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this.Copy(Attribute(AttributeConsts.PositionZ), this.FPNegate(temp[(swizzleZ >> 1) & 3], (swizzleZ & 1) != 0));
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this.Copy(Attribute(AttributeConsts.PositionW), this.FPNegate(temp[(swizzleW >> 1) & 3], (swizzleW & 1) != 0));
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}
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}
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else if (Config.Stage == ShaderStage.Fragment)
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{
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if (Config.OmapDepth)
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{
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Operand dest = Attribute(AttributeConsts.FragmentOutputDepth);
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Operand src = Register(_config.GetDepthRegister(), RegisterType.Gpr);
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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++)
|
||||
{
|
||||
|
|
|
@ -7,7 +7,8 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
{
|
||||
None = 0,
|
||||
|
||||
Compute = 1 << 0,
|
||||
DebugMode = 1 << 1
|
||||
VertexA = 1 << 0,
|
||||
Compute = 1 << 1,
|
||||
DebugMode = 1 << 2
|
||||
}
|
||||
}
|
|
@ -23,7 +23,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
public static ShaderProgram Translate(ulong addressA, ulong addressB, IGpuAccessor gpuAccessor, TranslationFlags flags)
|
||||
{
|
||||
Operation[] opsA = DecodeShader(addressA, gpuAccessor, flags, out _, out int sizeA);
|
||||
Operation[] opsA = DecodeShader(addressA, gpuAccessor, flags | TranslationFlags.VertexA, out _, out int sizeA);
|
||||
Operation[] opsB = DecodeShader(addressB, gpuAccessor, flags, out ShaderConfig config, out int sizeB);
|
||||
|
||||
return Translate(Combine(opsA, opsB), config, sizeB, sizeA);
|
||||
|
|
Loading…
Reference in a new issue