mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-12 04:52:02 +00:00
Flip scissor box when the YNegate bit is set (#2941)
* Flip scissor box when the YNegate bit is set * Flip scissor based on screen scissor state, account for negative scissor Y * No need for abs when we already know the value is negative
This commit is contained in:
parent
6dacc4c577
commit
ef39b2ebdd
1 changed files with 16 additions and 1 deletions
|
@ -64,7 +64,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||||
nameof(ThreedClassState.ShaderState)),
|
nameof(ThreedClassState.ShaderState)),
|
||||||
|
|
||||||
new StateUpdateCallbackEntry(UpdateRasterizerState, nameof(ThreedClassState.RasterizeEnable)),
|
new StateUpdateCallbackEntry(UpdateRasterizerState, nameof(ThreedClassState.RasterizeEnable)),
|
||||||
new StateUpdateCallbackEntry(UpdateScissorState, nameof(ThreedClassState.ScissorState)),
|
|
||||||
|
new StateUpdateCallbackEntry(UpdateScissorState,
|
||||||
|
nameof(ThreedClassState.ScissorState),
|
||||||
|
nameof(ThreedClassState.ScreenScissorState)),
|
||||||
|
|
||||||
new StateUpdateCallbackEntry(UpdateVertexBufferState,
|
new StateUpdateCallbackEntry(UpdateVertexBufferState,
|
||||||
nameof(ThreedClassState.VertexBufferDrawState),
|
nameof(ThreedClassState.VertexBufferDrawState),
|
||||||
|
@ -426,6 +429,18 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||||
int width = scissor.X2 - x;
|
int width = scissor.X2 - x;
|
||||||
int height = scissor.Y2 - y;
|
int height = scissor.Y2 - y;
|
||||||
|
|
||||||
|
if (_state.State.YControl.HasFlag(YControl.NegateY))
|
||||||
|
{
|
||||||
|
ref var screenScissor = ref _state.State.ScreenScissorState;
|
||||||
|
y = screenScissor.Height - height - y;
|
||||||
|
|
||||||
|
if (y < 0)
|
||||||
|
{
|
||||||
|
height += y;
|
||||||
|
y = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
float scale = _channel.TextureManager.RenderTargetScale;
|
float scale = _channel.TextureManager.RenderTargetScale;
|
||||||
if (scale != 1f)
|
if (scale != 1f)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue