// 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; u32 func = static_cast(regs.alpha_test_func); // Normalize the gl variants of opCompare to be the same as the normal variants u32 op_gl_variant_base = static_cast(Tegra::Engines::Maxwell3D::Regs::ComparisonOp::Never); if (func >= op_gl_variant_base) { func = func - op_gl_variant_base + 1U; } alpha_test.enabled = regs.alpha_test_enabled; alpha_test.func = func; alpha_test.ref = regs.alpha_test_ref; // 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(Maxwell3D::Regs::ShaderProgram::Geometry)].enable) { flip_stage[0] = static_cast(Maxwell3D::Regs::ShaderProgram::Geometry); } else { flip_stage[0] = static_cast(Maxwell3D::Regs::ShaderProgram::VertexB); } } } // namespace OpenGL::GLShader