dolphin/Source/Core/VideoCommon/GeometryShaderGen.cpp

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <cmath>
#include <locale.h>
#ifdef __APPLE__
#include <xlocale.h>
#endif
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/LightingShaderGen.h"
static char text[16384];
template<class T>
static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiType)
{
// Non-uid template parameters will write to the dummy data (=> gets optimized out)
geometry_shader_uid_data dummy_data;
geometry_shader_uid_data* uid_data = out.template GetUidData<geometry_shader_uid_data>();
if (uid_data == nullptr)
uid_data = &dummy_data;
out.SetBuffer(text);
const bool is_writing_shadercode = (out.GetBuffer() != nullptr);
#ifndef ANDROID
locale_t locale;
locale_t old_locale;
if (is_writing_shadercode)
{
locale = newlocale(LC_NUMERIC_MASK, "C", nullptr); // New locale for compilation
old_locale = uselocale(locale); // Apply the locale for this thread
}
#endif
if (is_writing_shadercode)
text[sizeof(text) - 1] = 0x7C; // canary
out.Write("//Geometry Shader for 3D stereoscopy\n");
if (ApiType == API_OPENGL)
{
// Insert layout parameters
uid_data->stereo = g_ActiveConfig.bStereo;
out.Write("layout(triangles, invocations = %d) in;\n", g_ActiveConfig.bStereo ? 2 : 1);
out.Write("layout(triangle_strip, max_vertices = 3) out;\n");
}
out.Write("%s", s_lighting_struct);
// uniforms
if (ApiType == API_OPENGL)
out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
else
out.Write("cbuffer VSBlock {\n");
out.Write(s_shader_uniforms);
out.Write("};\n");
GenerateVSOutputStruct(out, ApiType);
out.Write("centroid in VS_OUTPUT v[];\n");
out.Write("centroid out VS_OUTPUT o;\n");
out.Write("flat out int eye;\n");
out.Write("void main()\n{\n");
out.Write("\tfor (int i = 0; i < gl_in.length(); ++i) {\n");
out.Write("\t\to = v[i];\n");
out.Write("\t\teye = gl_InvocationID;\n");
if (g_ActiveConfig.bStereo)
out.Write("\t\to.pos = float4(dot(" I_STEREOPROJECTION"[eye * 4 + 0], v[i].rawpos), dot(" I_STEREOPROJECTION"[eye * 4 + 1], v[i].rawpos), dot(" I_STEREOPROJECTION"[eye * 4 + 2], v[i].rawpos), dot(" I_STEREOPROJECTION"[eye * 4 + 3], v[i].rawpos)); \n");
out.Write("\t\tgl_Position = o.pos;\n");
out.Write("\t\tgl_Layer = eye;\n");
out.Write("\t\tEmitVertex();\n");
out.Write("\t}\n");
out.Write("\tEndPrimitive();\n");
out.Write("}\n");
if (is_writing_shadercode)
{
if (text[sizeof(text) - 1] != 0x7C)
PanicAlert("GeometryShader generator - buffer too small, canary has been eaten!");
#ifndef ANDROID
uselocale(old_locale); // restore locale
freelocale(locale);
#endif
}
}
void GetGeometryShaderUid(GeometryShaderUid& object, u32 components, API_TYPE ApiType)
{
GenerateGeometryShader<GeometryShaderUid>(object, components, ApiType);
}
void GenerateGeometryShaderCode(ShaderCode& object, u32 components, API_TYPE ApiType)
{
GenerateGeometryShader<ShaderCode>(object, components, ApiType);
}