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Flip scissor box when the YNegate bit is set (#2941)
* Flip scissor box when the YNegate bit is set * Flip scissor based on screen scissor state, account for negative scissor Y * No need for abs when we already know the value is negative
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6dacc4c577
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1 changed files with 16 additions and 1 deletions
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@ -64,7 +64,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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nameof(ThreedClassState.ShaderState)),
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nameof(ThreedClassState.ShaderState)),
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new StateUpdateCallbackEntry(UpdateRasterizerState, nameof(ThreedClassState.RasterizeEnable)),
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new StateUpdateCallbackEntry(UpdateRasterizerState, nameof(ThreedClassState.RasterizeEnable)),
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new StateUpdateCallbackEntry(UpdateScissorState, nameof(ThreedClassState.ScissorState)),
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new StateUpdateCallbackEntry(UpdateScissorState,
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nameof(ThreedClassState.ScissorState),
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nameof(ThreedClassState.ScreenScissorState)),
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new StateUpdateCallbackEntry(UpdateVertexBufferState,
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new StateUpdateCallbackEntry(UpdateVertexBufferState,
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nameof(ThreedClassState.VertexBufferDrawState),
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nameof(ThreedClassState.VertexBufferDrawState),
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@ -426,6 +429,18 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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int width = scissor.X2 - x;
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int width = scissor.X2 - x;
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int height = scissor.Y2 - y;
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int height = scissor.Y2 - y;
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if (_state.State.YControl.HasFlag(YControl.NegateY))
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{
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ref var screenScissor = ref _state.State.ScreenScissorState;
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y = screenScissor.Height - height - y;
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if (y < 0)
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{
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height += y;
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y = 0;
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}
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}
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float scale = _channel.TextureManager.RenderTargetScale;
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float scale = _channel.TextureManager.RenderTargetScale;
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if (scale != 1f)
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if (scale != 1f)
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{
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{
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