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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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-
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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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+ // 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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+
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+ bool nonStandardSwizzle = swizzleX != 0 || swizzleY != 2 || swizzleZ != 4 || swizzleW != 6;
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+
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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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+
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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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+
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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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+ 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);
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this.Copy(dest, src);
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}
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@@ -76,7 +101,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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for (int attachment = 0; attachment < 8; attachment++)
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{
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- OmapTarget target = _config.OmapTargets[attachment];
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+ OmapTarget target = Config.OmapTargets[attachment];
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for (int component = 0; component < 4; component++)
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{
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