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vk_rasterizer: Flip viewport on Y_NEGATE
Matches OpenGL's behavior. I don't believe this register flips geometry, but we have to try to match behavior on both backends.
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1 changed files with 7 additions and 2 deletions
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@ -61,11 +61,16 @@ struct DrawParams {
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VkViewport GetViewportState(const Device& device, const Maxwell& regs, size_t index) {
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VkViewport GetViewportState(const Device& device, const Maxwell& regs, size_t index) {
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const auto& src = regs.viewport_transform[index];
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const auto& src = regs.viewport_transform[index];
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const float width = src.scale_x * 2.0f;
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const float width = src.scale_x * 2.0f;
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const float height = src.scale_y * 2.0f;
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float y = src.translate_y - src.scale_y;
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float height = src.scale_y * 2.0f;
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if (regs.screen_y_control.y_negate) {
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y += height;
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height = -height;
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}
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const float reduce_z = regs.depth_mode == Maxwell::DepthMode::MinusOneToOne ? 1.0f : 0.0f;
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const float reduce_z = regs.depth_mode == Maxwell::DepthMode::MinusOneToOne ? 1.0f : 0.0f;
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VkViewport viewport{
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VkViewport viewport{
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.x = src.translate_x - src.scale_x,
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.x = src.translate_x - src.scale_x,
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.y = src.translate_y - src.scale_y,
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.y = y,
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.width = width != 0.0f ? width : 1.0f,
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.width = width != 0.0f ? width : 1.0f,
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.height = height != 0.0f ? height : 1.0f,
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.height = height != 0.0f ? height : 1.0f,
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.minDepth = src.translate_z - src.scale_z * reduce_z,
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.minDepth = src.translate_z - src.scale_z * reduce_z,
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