D3D11: Fix glitched polygon edges when MSAA is enabled (this time without breaking OpenGL)

This commit is contained in:
Pierre Bourdon 2013-04-07 20:58:48 +02:00
parent 8ce0d43717
commit 0ca7ea6c3f
2 changed files with 20 additions and 13 deletions

View File

@ -668,17 +668,20 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
per_pixel_depth ? "\n out float depth : SV_Depth," : "");
}
WRITE(p, " in float4 colors_0 : COLOR0,\n");
WRITE(p, " in float4 colors_1 : COLOR1");
// "centroid" attribute is only supported by D3D11
const char* optCentroid = (ApiType == API_D3D11 ? "centroid" : "");
WRITE(p, " in %s float4 colors_0 : COLOR0,\n", optCentroid);
WRITE(p, " in %s float4 colors_1 : COLOR1", optCentroid);
// compute window position if needed because binding semantic WPOS is not widely supported
if (numTexgen < 7)
{
for (int i = 0; i < numTexgen; ++i)
WRITE(p, ",\n in float3 uv%d : TEXCOORD%d", i, i);
WRITE(p, ",\n in float4 clipPos : TEXCOORD%d", numTexgen);
WRITE(p, ",\n in %s float3 uv%d : TEXCOORD%d", optCentroid, i, i);
WRITE(p, ",\n in %s float4 clipPos : TEXCOORD%d", optCentroid, numTexgen);
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, ",\n in float4 Normal : TEXCOORD%d", numTexgen + 1);
WRITE(p, ",\n in %s float4 Normal : TEXCOORD%d", optCentroid, numTexgen + 1);
WRITE(p, " ) {\n");
}
else

View File

@ -133,30 +133,34 @@ static char text[16384];
char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE ApiType)
{
// "centroid" attribute is only supported by D3D11
const char* optCentroid = (ApiType == API_D3D11 ? "centroid" : "");
// GLSL makes this ugly
// TODO: Make pretty
WRITE(p, "struct VS_OUTPUT {\n");
WRITE(p, " float4 pos %s POSITION;\n", ApiType == API_OPENGL ? ";//" : ":");
WRITE(p, " float4 colors_0 %s COLOR0;\n", ApiType == API_OPENGL ? ";//" : ":");
WRITE(p, " float4 colors_1 %s COLOR1;\n", ApiType == API_OPENGL ? ";//" : ":");
WRITE(p, " %s float4 pos %s POSITION;\n", optCentroid, ApiType == API_OPENGL ? ";//" : ":");
WRITE(p, " %s float4 colors_0 %s COLOR0;\n", optCentroid, ApiType == API_OPENGL ? ";//" : ":");
WRITE(p, " %s float4 colors_1 %s COLOR1;\n", optCentroid, ApiType == API_OPENGL ? ";//" : ":");
if (xfregs.numTexGen.numTexGens < 7) {
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, " float3 tex%d %s TEXCOORD%d;\n", i, ApiType == API_OPENGL ? ";//" : ":", i);
WRITE(p, " float4 clipPos %s TEXCOORD%d;\n", ApiType == API_OPENGL ? ";//" : ":", xfregs.numTexGen.numTexGens);
WRITE(p, " %s float3 tex%d %s TEXCOORD%d;\n", optCentroid, i, ApiType == API_OPENGL ? ";//" : ":", i);
WRITE(p, " %s float4 clipPos %s TEXCOORD%d;\n", optCentroid, ApiType == API_OPENGL ? ";//" : ":", xfregs.numTexGen.numTexGens);
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, " float4 Normal %s TEXCOORD%d;\n", ApiType == API_OPENGL ? ";//" : ":", xfregs.numTexGen.numTexGens + 1);
WRITE(p, " %s float4 Normal %s TEXCOORD%d;\n", optCentroid, ApiType == API_OPENGL ? ";//" : ":", xfregs.numTexGen.numTexGens + 1);
} else {
// clip position is in w of first 4 texcoords
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
for (int i = 0; i < 8; ++i)
WRITE(p, " float4 tex%d %s TEXCOORD%d;\n", i, ApiType == API_OPENGL? ";//" : ":", i);
WRITE(p, " %s float4 tex%d %s TEXCOORD%d;\n", optCentroid, i, ApiType == API_OPENGL? ";//" : ":", i);
}
else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, " float%d tex%d %s TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, ApiType == API_OPENGL ? ";//" : ":", i);
WRITE(p, " %s float%d tex%d %s TEXCOORD%d;\n", optCentroid, i < 4 ? 4 : 3 , i, ApiType == API_OPENGL ? ";//" : ":", i);
}
}
WRITE(p, "};\n");