diff options
Diffstat (limited to 'Ryujinx.Graphics.Shader/Translation/EmitterContext.cs')
-rw-r--r-- | Ryujinx.Graphics.Shader/Translation/EmitterContext.cs | 29 |
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) { |