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