mirror of
https://git.ryujinx.app/ryubing/ryujinx.git
synced 2025-05-16 00:57:43 +02:00
Compare commits
5 commits
9841e93626
...
09fca86b86
Author | SHA1 | Date | |
---|---|---|---|
![]() |
09fca86b86 | ||
![]() |
dfdbb23f0d | ||
![]() |
c1051a9d6a | ||
![]() |
27b042ca16 | ||
![]() |
27b5251bd3 |
3 changed files with 28 additions and 16 deletions
|
@ -512,13 +512,9 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
||||||
if (context.Definitions.Stage == ShaderStage.Fragment && context.Definitions.DualSourceBlend)
|
if (context.Definitions.Stage == ShaderStage.Fragment && context.Definitions.DualSourceBlend)
|
||||||
{
|
{
|
||||||
IoDefinition firstOutput = outputs.ElementAtOrDefault(0);
|
IoDefinition firstOutput = outputs.ElementAtOrDefault(0);
|
||||||
IoDefinition secondOutput = outputs.ElementAtOrDefault(1);
|
|
||||||
|
|
||||||
if (firstOutput.Location + 1 == secondOutput.Location)
|
DeclareOutputDualSourceBlendAttribute(context, firstOutput.Location);
|
||||||
{
|
outputs = outputs.Skip(2);
|
||||||
DeclareOutputDualSourceBlendAttribute(context, firstOutput.Location);
|
|
||||||
outputs = outputs.Skip(2);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
foreach (IoDefinition ioDefinition in outputs)
|
foreach (IoDefinition ioDefinition in outputs)
|
||||||
|
|
|
@ -181,13 +181,29 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||||
|
|
||||||
private static void EmitOutputsInitialization(EmitterContext context, AttributeUsage attributeUsage, IGpuAccessor gpuAccessor, ShaderStage stage)
|
private static void EmitOutputsInitialization(EmitterContext context, AttributeUsage attributeUsage, IGpuAccessor gpuAccessor, ShaderStage stage)
|
||||||
{
|
{
|
||||||
// Compute has no output attributes, and fragment is the last stage, so we
|
// Compute has no output attributes, so we
|
||||||
// don't need to initialize outputs on those stages.
|
// don't need to initialize outputs on that stage.
|
||||||
if (stage == ShaderStage.Compute || stage == ShaderStage.Fragment)
|
if (stage == ShaderStage.Compute)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (stage == ShaderStage.Fragment)
|
||||||
|
{
|
||||||
|
// Fragment is the last stage, so we don't need to
|
||||||
|
// initialize outputs unless we're using DSB, in which
|
||||||
|
// we need to make sure the ouput has a valid value.
|
||||||
|
if (gpuAccessor.QueryGraphicsState().DualSourceBlendEnable)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < 4; i++)
|
||||||
|
{
|
||||||
|
context.Store(StorageKind.Output, IoVariable.FragmentOutputColor, null, Const(1), Const(i), ConstF(0));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (stage == ShaderStage.Vertex)
|
if (stage == ShaderStage.Vertex)
|
||||||
{
|
{
|
||||||
InitializeVertexOutputs(context);
|
InitializeVertexOutputs(context);
|
||||||
|
|
|
@ -4943,7 +4943,7 @@
|
||||||
"th_TH": "",
|
"th_TH": "",
|
||||||
"tr_TR": "",
|
"tr_TR": "",
|
||||||
"uk_UA": "",
|
"uk_UA": "",
|
||||||
"zh_CN": "",
|
"zh_CN": "涡轮模式倍数:",
|
||||||
"zh_TW": ""
|
"zh_TW": ""
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
@ -4968,7 +4968,7 @@
|
||||||
"th_TH": "",
|
"th_TH": "",
|
||||||
"tr_TR": "",
|
"tr_TR": "",
|
||||||
"uk_UA": "",
|
"uk_UA": "",
|
||||||
"zh_CN": "",
|
"zh_CN": "涡轮模式倍数的目标值。\n\n如果不确定请保留为 200。",
|
||||||
"zh_TW": ""
|
"zh_TW": ""
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
@ -4993,7 +4993,7 @@
|
||||||
"th_TH": "",
|
"th_TH": "",
|
||||||
"tr_TR": "",
|
"tr_TR": "",
|
||||||
"uk_UA": "",
|
"uk_UA": "",
|
||||||
"zh_CN": "",
|
"zh_CN": "涡轮模式是一种模拟器功能当游戏对帧率不敏感时它可以有效地导致加速或降速。\n您可以在游戏中使用热键切换此功能,它可以在 Ryujinx 的键盘热键设置进行设置。\n\n如果不确定则保留为 200。",
|
||||||
"zh_TW": ""
|
"zh_TW": ""
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
@ -18218,7 +18218,7 @@
|
||||||
"th_TH": "",
|
"th_TH": "",
|
||||||
"tr_TR": "",
|
"tr_TR": "",
|
||||||
"uk_UA": "",
|
"uk_UA": "",
|
||||||
"zh_CN": "",
|
"zh_CN": "{0} FPS ({1}ms), 涡轮 ({2}%)",
|
||||||
"zh_TW": ""
|
"zh_TW": ""
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
@ -23968,7 +23968,7 @@
|
||||||
"th_TH": "",
|
"th_TH": "",
|
||||||
"tr_TR": "",
|
"tr_TR": "",
|
||||||
"uk_UA": "",
|
"uk_UA": "",
|
||||||
"zh_CN": "",
|
"zh_CN": "涡轮模式: ",
|
||||||
"zh_TW": ""
|
"zh_TW": ""
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
@ -23993,7 +23993,7 @@
|
||||||
"th_TH": "",
|
"th_TH": "",
|
||||||
"tr_TR": "",
|
"tr_TR": "",
|
||||||
"uk_UA": "",
|
"uk_UA": "",
|
||||||
"zh_CN": "",
|
"zh_CN": "涡轮模式热键。\n可以在 Ryujinx CPU 设置中配置涡轮模式的行为。\n\n如果不确定请保留为未绑定。",
|
||||||
"zh_TW": ""
|
"zh_TW": ""
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
@ -24018,7 +24018,7 @@
|
||||||
"th_TH": "",
|
"th_TH": "",
|
||||||
"tr_TR": "",
|
"tr_TR": "",
|
||||||
"uk_UA": "",
|
"uk_UA": "",
|
||||||
"zh_CN": "",
|
"zh_CN": "仅在按下时",
|
||||||
"zh_TW": ""
|
"zh_TW": ""
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
Loading…
Add table
Reference in a new issue