Revert "Pass the vr_use_immersive_mode as a Vertex Shader Uniform"

This reverts commit 1eb7c159e6.
This commit is contained in:
amwatson 2024-01-29 21:37:38 -06:00
parent 5cab34866c
commit e772f1cc53
6 changed files with 26 additions and 19 deletions

View file

@ -4,7 +4,6 @@
#include <limits>
#include "common/alignment.h"
#include "common/settings.h"
#include "core/memory.h"
#include "video_core/pica_state.h"
#include "video_core/rasterizer_accelerated.h"
@ -137,7 +136,6 @@ void RasterizerAccelerated::SyncEntireState() {
// Sync uniforms
SyncClipPlane();
SyncVRImmersive();
SyncDepthScale();
SyncDepthOffset();
SyncAlphaTest();
@ -862,9 +860,4 @@ void RasterizerAccelerated::SyncClipPlane() {
}
}
void RasterizerAccelerated::SyncVRImmersive() {
vs_uniform_block_data.data.vr_use_immersive_mode = Settings::values.vr_use_immersive_mode.GetValue();
vs_uniform_block_data.dirty = true;
}
} // namespace VideoCore

View file

@ -103,9 +103,6 @@ protected:
/// Syncs the clip plane state to match the PICA register
void SyncClipPlane();
/// Syncs the VR immersive flag
void SyncVRImmersive();
protected:
/// Structure that keeps tracks of the vertex shader uniform state
struct VSUniformBlockData {

View file

@ -43,7 +43,6 @@ layout (set = 0, binding = 1, std140) uniform vs_data {
#else
layout (binding = 1, std140) uniform vs_data {
#endif
bool vr_use_immersive_mode;
bool enable_clip1;
vec4 clip_coef;
};
@ -1682,7 +1681,12 @@ void main() {
}
)";
if (!Settings::values.vr_use_immersive_mode.GetValue())
{
out+= "\ngl_Position = vec4(vtx_pos.x, vtx_pos.y, -vtx_pos.z, vtx_pos.w);\n";
} else {
out+= "\ngl_Position = vec4(vtx_pos.x / 3.0, vtx_pos.y / 3.0, -vtx_pos.z, vtx_pos.w);\n";
}
if (use_clip_planes) {
out += R"(
@ -1803,7 +1807,14 @@ std::string GenerateVertexShader(const Pica::Shader::ShaderSetup& setup, const P
out += " vtx_pos.z = 0.f;\n";
out += " }\n";
if (!Settings::values.vr_use_immersive_mode.GetValue())
{
out+= " gl_Position = vec4(vtx_pos.x, vtx_pos.y, -vtx_pos.z, vtx_pos.w);\n";
}
else
{
out+= " gl_Position = vec4(vtx_pos.x / 3.0, vtx_pos.y / 3.0, -vtx_pos.z, vtx_pos.w);\n";
}
if (config.state.use_clip_planes) {
out += " gl_ClipDistance[0] = -vtx_pos.z;\n"; // fixed PICA clipping plane z <= 0
@ -1902,11 +1913,11 @@ struct Vertex {
out += " vtx_pos.z = 0.f;\n";
out += " }\n";
out += " if (vr_use_immersive_mode) {\n";
out += " gl_Position = vec4(vtx_pos.x / 3.0, vtx_pos.y / 3.0, -vtx_pos.z, vtx_pos.w);\n";
out += " } else {\n";
out += " gl_Position = vec4(vtx_pos.x, vtx_pos.y, -vtx_pos.z, vtx_pos.w);\n";
out += " }\n\n";
if (!Settings::values.vr_use_immersive_mode.GetValue()) {
out+= " gl_Position = vec4(vtx_pos.x, vtx_pos.y, -vtx_pos.z, vtx_pos.w);\n";
} else {
out+= " gl_Position = vec4(vtx_pos.x / 3.0, vtx_pos.y / 3.0, -vtx_pos.z, vtx_pos.w);\n";
}
if (state.use_clip_planes) {
out += " gl_ClipDistance[0] = -vtx_pos.z;\n"; // fixed PICA clipping plane z <= 0

View file

@ -21,6 +21,8 @@ PicaFSConfig::PicaFSConfig(const Pica::Regs& regs, bool has_fragment_shader_inte
? regs.framebuffer.output_merger.alpha_test.func.Value()
: Pica::FramebufferRegs::CompareFunc::Always);
state.vr_use_immersive_mode.Assign(Settings::values.vr_use_immersive_mode.GetValue());
state.texture0_type.Assign(regs.texturing.texture0.type);
state.texture2_use_coord1.Assign(regs.texturing.main_config.texture2_use_coord1 != 0);
@ -268,6 +270,8 @@ void PicaVSConfigState::Init(const Pica::Regs& regs, Pica::Shader::ShaderSetup&
if (!use_geometry_shader_) {
gs_state.Init(regs, use_clip_planes_);
}
vr_use_immersive_mode = Settings::values.vr_use_immersive_mode.GetValue();
}
PicaVSConfig::PicaVSConfig(const Pica::Regs& regs, Pica::Shader::ShaderSetup& setup,

View file

@ -60,6 +60,7 @@ struct PicaFSConfigState {
BitField<28, 1, u32> shadow_texture_orthographic;
BitField<29, 1, u32> use_fragment_shader_interlock;
BitField<30, 1, u32> use_custom_normal_map;
BitField<31, 1, u32> vr_use_immersive_mode;
};
union {
@ -216,6 +217,8 @@ struct PicaVSConfigState {
PicaGSConfigState gs_state;
bool vr_use_immersive_mode;
};
/**

View file

@ -89,7 +89,6 @@ struct PicaUniformsData {
};
struct VSUniformData {
bool vr_use_immersive_mode;
bool enable_clip1;
alignas(16) Common::Vec4f clip_coef;
};