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[vk] fix 20xx flipped screen

pull/3058/head
lizzie 3 months ago
parent
commit
2ee2230606
  1. 54
      src/video_core/renderer_vulkan/vk_rasterizer.cpp

54
src/video_core/renderer_vulkan/vk_rasterizer.cpp

@ -62,41 +62,29 @@ struct DrawParams {
VkViewport GetViewportState(const Device& device, const Maxwell& regs, size_t index, float scale) {
const auto& src = regs.viewport_transform[index];
const auto conv = [scale](float value) {
float new_value = value * scale;
if (scale < 1.0f) {
const bool sign = std::signbit(value);
new_value = std::round(std::abs(new_value));
new_value = sign ? -new_value : new_value;
}
return new_value;
float const new_value = value * scale;
return scale < 1.0f
? std::round(std::abs(new_value)) * (std::signbit(new_value) ? -1.f : 1.f)
: new_value;
};
const float x = conv(src.translate_x - src.scale_x);
const float width = conv(src.scale_x * 2.0f);
float y = conv(src.translate_y - src.scale_y);
float height = conv(src.scale_y * 2.0f);
const bool lower_left = regs.window_origin.mode != Maxwell::WindowOrigin::Mode::UpperLeft;
const bool y_negate = !device.IsNvViewportSwizzleSupported() &&
src.swizzle.y == Maxwell::ViewportSwizzle::NegativeY;
if (lower_left) {
// Flip by surface clip height
y += conv(static_cast<f32>(regs.surface_clip.height));
height = -height;
}
if (y_negate) {
// Flip by viewport height
y += height;
height = -height;
}
const float reduce_z = regs.depth_mode == Maxwell::DepthMode::MinusOneToOne ? 1.0f : 0.0f;
float const w = src.scale_x;
float h = src.scale_y;
if (regs.window_origin.mode == Maxwell::WindowOrigin::Mode::LowerLeft) // Flip by surface clip height
h = -h;
if (!device.IsNvViewportSwizzleSupported() && src.swizzle.y == Maxwell::ViewportSwizzle::NegativeY) // Flip by viewport height
h = -h;
// In theory, a raster flip is equivalent to a texture flip for a whole square viewport
// TODO: one day implement this properly and raster flip the triangles, not the whole viewport... guh
if (regs.window_origin.flip_y != 0)
h = -h;
float const x = src.translate_x - w;
float const y = src.translate_y - h;
float const reduce_z = regs.depth_mode == Maxwell::DepthMode::MinusOneToOne ? 1.0f : 0.0f;
VkViewport viewport{
.x = x,
.y = y,
.width = width != 0.0f ? width : 1.0f,
.height = height != 0.0f ? height : 1.0f,
.x = conv(x),
.y = conv(y),
.width = w != 0.0f ? conv(w * 2.f) : 1.0f,
.height = h != 0.0f ? conv(h * 2.f) : 1.0f,
.minDepth = src.translate_z - src.scale_z * reduce_z,
.maxDepth = src.translate_z + src.scale_z,
};

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