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// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "core/core.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
namespace OpenGL::GLShader {
void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage) {
const auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
const auto& regs = gpu.regs;
const auto& state = gpu.state;
// TODO(bunnei): Support more than one viewport
viewport_flip[0] = regs.viewport_transform[0].scale_x < 0.0 ? -1.0f : 1.0f;
viewport_flip[1] = regs.viewport_transform[0].scale_y < 0.0 ? -1.0f : 1.0f;
// We only assign the instance to the first component of the vector, the rest is just padding.
instance_id[0] = state.current_instance;
// Assign in which stage the position has to be flipped
// (the last stage before the fragment shader).
if (gpu.regs.shader_config[static_cast<u32>(Maxwell3D::Regs::ShaderProgram::Geometry)].enable) {
flip_stage[0] = static_cast<u32>(Maxwell3D::Regs::ShaderProgram::Geometry);
} else {
flip_stage[0] = static_cast<u32>(Maxwell3D::Regs::ShaderProgram::VertexB);
}
}
} // namespace OpenGL::GLShader
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