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https://github.com/GreemDev/Ryujinx.git
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Scissor test fix (#563)
* Handle negative viewport coordinates * Disable scissor before framebuffer blit * Comment to explain scissor disable will be reenabled if needed * Comma and spelling mistake
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@ -278,25 +278,22 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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forceUpdate = false;
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if (New.ScissorTestEnabled[Index] != Old.ScissorTestEnabled[Index])
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if (New.ScissorTestEnabled[Index])
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{
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if (New.ScissorTestEnabled[Index])
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// If there is only 1 scissor test, geometry shaders are disabled so the scissor test applies to all viewports
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if (New.ScissorTestCount == 1)
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{
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// If there is only 1 scissor test geometry shaders are disables so the scissor test applies to all viewports
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if (New.ScissorTestCount == 1)
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{
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GL.Enable(EnableCap.ScissorTest);
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}
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else
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{
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GL.Enable(IndexedEnableCap.ScissorTest, Index);
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}
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forceUpdate = true;
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GL.Enable(EnableCap.ScissorTest);
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}
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else
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{
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GL.Disable(IndexedEnableCap.ScissorTest, Index);
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GL.Enable(IndexedEnableCap.ScissorTest, Index);
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}
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forceUpdate = true;
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}
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else
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{
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GL.Disable(IndexedEnableCap.ScissorTest, Index);
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}
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if (New.ScissorTestEnabled[Index] &&
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@ -367,6 +367,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.Disable(EnableCap.FramebufferSrgb);
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// Will be re-enabled if needed while binding, called before any game GL calls
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GL.Disable(EnableCap.ScissorTest);
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GL.BlitFramebuffer(
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SrcX0,
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SrcY0,
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@ -419,7 +419,7 @@ namespace Ryujinx.Graphics.Graphics3d
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// Once geometry shaders are fixed it should be equal to GalPipelineState.RenderTargetCount when shader loaded, otherwise equal to 1
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State.ScissorTestCount = 1;
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for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
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for (int Index = 0; Index < State.ScissorTestCount; Index++)
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{
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State.ScissorTestEnabled[Index] = ReadRegisterBool(NvGpuEngine3dReg.ScissorEnable + Index * 4);
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@ -438,6 +438,12 @@ namespace Ryujinx.Graphics.Graphics3d
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if ((int)State.FlipY == -1)
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{
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State.ScissorTestY[Index] = ViewportHeight - State.ScissorTestY[Index] - State.ScissorTestHeight[Index];
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// Handle negative viewpont coordinate
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if (State.ScissorTestY[Index] < 0)
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{
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State.ScissorTestY[Index] = 0;
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}
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}
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}
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}
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