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path: root/Ryujinx.Graphics.Shader/Translation/EmitterContext.cs
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Diffstat (limited to 'Ryujinx.Graphics.Shader/Translation/EmitterContext.cs')
-rw-r--r--Ryujinx.Graphics.Shader/Translation/EmitterContext.cs29
1 files changed, 1 insertions, 28 deletions
diff --git a/Ryujinx.Graphics.Shader/Translation/EmitterContext.cs b/Ryujinx.Graphics.Shader/Translation/EmitterContext.cs
index 8cd59016..ac7a2642 100644
--- a/Ryujinx.Graphics.Shader/Translation/EmitterContext.cs
+++ b/Ryujinx.Graphics.Shader/Translation/EmitterContext.cs
@@ -73,34 +73,7 @@ namespace Ryujinx.Graphics.Shader.Translation
public void PrepareForReturn()
{
- if (Config.Stage == ShaderStage.Vertex && (Config.Flags & TranslationFlags.VertexA) == 0)
- {
- // Here we attempt to implement viewport swizzle on the vertex shader.
- // Perform permutation and negation of the output gl_Position components.
- // Note that per-viewport swizzling can't be supported using this approach.
- int swizzleX = Config.GpuAccessor.QueryViewportSwizzle(0);
- int swizzleY = Config.GpuAccessor.QueryViewportSwizzle(1);
- int swizzleZ = Config.GpuAccessor.QueryViewportSwizzle(2);
- int swizzleW = Config.GpuAccessor.QueryViewportSwizzle(3);
-
- bool nonStandardSwizzle = swizzleX != 0 || swizzleY != 2 || swizzleZ != 4 || swizzleW != 6;
-
- if (!Config.GpuAccessor.QuerySupportsViewportSwizzle() && nonStandardSwizzle)
- {
- Operand[] temp = new Operand[4];
-
- temp[0] = this.Copy(Attribute(AttributeConsts.PositionX));
- temp[1] = this.Copy(Attribute(AttributeConsts.PositionY));
- temp[2] = this.Copy(Attribute(AttributeConsts.PositionZ));
- temp[3] = this.Copy(Attribute(AttributeConsts.PositionW));
-
- this.Copy(Attribute(AttributeConsts.PositionX), this.FPNegate(temp[(swizzleX >> 1) & 3], (swizzleX & 1) != 0));
- this.Copy(Attribute(AttributeConsts.PositionY), this.FPNegate(temp[(swizzleY >> 1) & 3], (swizzleY & 1) != 0));
- this.Copy(Attribute(AttributeConsts.PositionZ), this.FPNegate(temp[(swizzleZ >> 1) & 3], (swizzleZ & 1) != 0));
- this.Copy(Attribute(AttributeConsts.PositionW), this.FPNegate(temp[(swizzleW >> 1) & 3], (swizzleW & 1) != 0));
- }
- }
- else if (Config.Stage == ShaderStage.Fragment)
+ if (Config.Stage == ShaderStage.Fragment)
{
if (Config.OmapDepth)
{