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https://github.com/citra-emu/citra.git
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fixup!
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parent
5e6b72bea9
commit
53d4b58357
@ -150,8 +150,6 @@ void RasterizerOpenGL::DrawTriangles() {
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SyncFramebuffer();
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SyncDrawState();
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SyncScissorTest();
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if (state.draw.shader_dirty) {
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SetShader();
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state.draw.shader_dirty = false;
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@ -228,6 +226,10 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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case PICA_REG_INDEX(scissor_test.mode):
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state.draw.shader_dirty = true;
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break;
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case PICA_REG_INDEX(scissor_test.right):
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case PICA_REG_INDEX(scissor_test.left):
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SyncScissorTest();
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break;
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// Logic op
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case PICA_REG_INDEX(output_merger.logic_op):
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@ -668,25 +670,15 @@ void RasterizerOpenGL::SyncDepthTest() {
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void RasterizerOpenGL::SyncScissorTest() {
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const auto& regs = Pica::g_state.regs;
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GLsizei viewport_height = (GLsizei)Pica::float24::FromRawFloat24(regs.viewport_size_y).ToFloat32() * 2;
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GLsizei viewport_corner_y = -(GLsizei)static_cast<float>(regs.viewport_corner.y)
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+ regs.framebuffer.GetHeight() - viewport_height;
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// OpenGL uses different y coordinates, so negate corner offset and flip origin
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GLint scissor_bottom = viewport_height - (GLsizei)regs.scissor_test.bottom + viewport_corner_y;
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GLint scissor_top = viewport_height - (GLsizei)regs.scissor_test.top - 1;
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if (uniform_block_data.data.scissor_right != regs.scissor_test.right ||
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uniform_block_data.data.scissor_bottom != scissor_bottom ||
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uniform_block_data.data.scissor_bottom != regs.scissor_test.bottom ||
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uniform_block_data.data.scissor_left != regs.scissor_test.left + 1 ||
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uniform_block_data.data.scissor_top != scissor_top) {
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uniform_block_data.data.scissor_top != regs.scissor_test.top + 1) {
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uniform_block_data.data.scissor_right = regs.scissor_test.right;
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uniform_block_data.data.scissor_bottom = scissor_bottom;
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uniform_block_data.data.scissor_bottom = regs.scissor_test.bottom;
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uniform_block_data.data.scissor_left = regs.scissor_test.left + 1;
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uniform_block_data.data.scissor_top = scissor_top;
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uniform_block_data.data.scissor_top = regs.scissor_test.top + 1;
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uniform_block_data.dirty = true;
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}
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}
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@ -714,8 +706,6 @@ void RasterizerOpenGL::SyncDrawState() {
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GLsizei viewport_width = (GLsizei)Pica::float24::FromRawFloat24(regs.viewport_size_x).ToFloat32() * 2;
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GLsizei viewport_height = (GLsizei)Pica::float24::FromRawFloat24(regs.viewport_size_y).ToFloat32() * 2;
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// OpenGL uses different y coordinates, so negate corner offset and flip origin
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// TODO: Ensure viewport_corner.x should not be negated or origin flipped
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// TODO: Use floating-point viewports for accuracy if supported
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glViewport((GLsizei)regs.viewport_corner.x,
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(GLsizei)regs.viewport_corner.y,
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@ -354,12 +354,12 @@ void main() {
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// Append the scissor test
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if (config.scissor_test_mode == Regs::ScissorMode::Include || config.scissor_test_mode == Regs::ScissorMode::Exclude) {
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out += "if (scissor_left <= scissor_right || scissor_top >= scissor_bottom) discard;\n";
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out += "if (scissor_left <= scissor_right || scissor_top <= scissor_bottom) discard;\n";
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out += "if (";
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// Negate the condition if we have to keep only the pixels outside the scissor box
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if (config.scissor_test_mode == Regs::ScissorMode::Include)
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out += "!";
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out += "(gl_FragCoord.x >= scissor_right && gl_FragCoord.x <= scissor_left && gl_FragCoord.y >= scissor_top && gl_FragCoord.y <= scissor_bottom)) discard;\n";
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out += "(gl_FragCoord.x >= scissor_right && gl_FragCoord.x <= scissor_left && gl_FragCoord.y >= scissor_bottom && gl_FragCoord.y <= scissor_top)) discard;\n";
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}
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out += "vec4 combiner_buffer = vec4(0.0);\n";
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