ShaderGen: Only pass VS_OUTPUT between shaders if stereo 3D is enabled.

GLSL130 doesn't support passing structs between shaders.
This is not a problem for stereo 3D which has a GLSL150 requirement.
This commit is contained in:
Jules Blok 2014-11-04 11:53:19 +01:00
parent 51a4d6a4be
commit 27f3f804a0
3 changed files with 80 additions and 23 deletions

View File

@ -64,8 +64,8 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
GenerateVSOutputStruct(out, ApiType); GenerateVSOutputStruct(out, ApiType);
out.Write("centroid in VS_OUTPUT v[];\n"); out.Write("centroid in VS_OUTPUT o[];\n");
out.Write("centroid out VS_OUTPUT o;\n"); out.Write("centroid out VS_OUTPUT f;\n");
out.Write("flat out int layer;\n"); out.Write("flat out int layer;\n");
@ -79,15 +79,15 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
out.Write("\tgl_Layer = layer;\n"); out.Write("\tgl_Layer = layer;\n");
out.Write("\tfor (int i = 0; i < gl_in.length(); ++i) {\n"); out.Write("\tfor (int i = 0; i < gl_in.length(); ++i) {\n");
out.Write("\t\to = v[i];\n"); out.Write("\t\tf = o[i];\n");
if (g_ActiveConfig.iStereoMode > 0) if (g_ActiveConfig.iStereoMode > 0)
{ {
out.Write("\t\to.clipPos.x += o.clipPos.w * " I_STEREOOFFSET"[layer] * " I_PROJECTION"[0][0];\n"); out.Write("\t\tf.clipPos.x += f.clipPos.w * " I_STEREOOFFSET"[layer] * " I_PROJECTION"[0][0];\n");
out.Write("\t\to.pos.x += o.pos.w * " I_STEREOOFFSET"[layer] * " I_PROJECTION"[0][0];\n"); out.Write("\t\tf.pos.x += f.pos.w * " I_STEREOOFFSET"[layer] * " I_PROJECTION"[0][0];\n");
} }
out.Write("\t\tgl_Position = o.pos;\n"); out.Write("\t\tgl_Position = f.pos;\n");
out.Write("\t\tEmitVertex();\n"); out.Write("\t\tEmitVertex();\n");
out.Write("\t}\n"); out.Write("\t}\n");
out.Write("\tEndPrimitive();\n"); out.Write("\tEndPrimitive();\n");

View File

@ -319,30 +319,51 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
// As a workaround, we interpolate at the centroid of the coveraged pixel, which // As a workaround, we interpolate at the centroid of the coveraged pixel, which
// is always inside the primitive. // is always inside the primitive.
// Without MSAA, this flag is defined to have no effect. // Without MSAA, this flag is defined to have no effect.
out.Write("centroid in VS_OUTPUT o;\n");
uid_data->stereo = g_ActiveConfig.iStereoMode > 0; uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
if (g_ActiveConfig.iStereoMode > 0) if (g_ActiveConfig.iStereoMode > 0)
{
out.Write("centroid in VS_OUTPUT f;\n");
out.Write("flat in int layer;\n"); out.Write("flat in int layer;\n");
}
else
{
out.Write("centroid in float4 colors_02;\n");
out.Write("centroid in float4 colors_12;\n");
// compute window position if needed because binding semantic WPOS is not widely supported
// Let's set up attributes
for (unsigned int i = 0; i < numTexgen; ++i)
{
out.Write("centroid in float3 uv%d;\n", i);
}
out.Write("centroid in float4 clipPos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
{
out.Write("centroid in float4 Normal;\n");
}
}
out.Write("void main()\n{\n"); out.Write("void main()\n{\n");
// compute window position if needed because binding semantic WPOS is not widely supported if (g_ActiveConfig.iStereoMode > 0)
// Let's set up attributes
for (unsigned int i = 0; i < numTexgen; ++i)
{ {
out.Write("\tfloat3 uv%d = o.tex%d;\n", i, i); // compute window position if needed because binding semantic WPOS is not widely supported
} // Let's set up attributes
out.Write("\tfloat4 clipPos = o.clipPos;\n"); for (unsigned int i = 0; i < numTexgen; ++i)
if (g_ActiveConfig.bEnablePixelLighting) {
{ out.Write("\tfloat3 uv%d = f.tex%d;\n", i, i);
out.Write("\tfloat4 Normal = o.Normal;\n"); }
out.Write("\tfloat4 clipPos = f.clipPos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
{
out.Write("\tfloat4 Normal = f.Normal;\n");
}
} }
// On Mali, global variables must be initialized as constants. // On Mali, global variables must be initialized as constants.
// This is why we initialize these variables locally instead. // This is why we initialize these variables locally instead.
out.Write("\tfloat4 colors_0 = o.colors_0;\n"); out.Write("\tfloat4 colors_0 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "f.colors_0" : "colors_02");
out.Write("\tfloat4 colors_1 = o.colors_1;\n"); out.Write("\tfloat4 colors_1 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "f.colors_1" : "colors_12");
out.Write("\tfloat4 rawpos = gl_FragCoord;\n"); out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
} }

View File

@ -123,11 +123,31 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
} }
uid_data->stereo = g_ActiveConfig.iStereoMode > 0; uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
out.Write("centroid out VS_OUTPUT %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "v" : "o"); if (g_ActiveConfig.iStereoMode > 0)
{
out.Write("centroid out VS_OUTPUT o;\n");
}
else
{
// Let's set up attributes
for (size_t i = 0; i < 8; ++i)
{
if (i < xfmem.numTexGen.numTexGens)
{
out.Write("centroid out float3 uv%d;\n", i);
}
}
out.Write("centroid out float4 clipPos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
out.Write("centroid out float4 Normal;\n");
out.Write("centroid out float4 colors_02;\n");
out.Write("centroid out float4 colors_12;\n");
}
out.Write("void main()\n{\n"); out.Write("void main()\n{\n");
if (g_ActiveConfig.iStereoMode > 0) if (g_ActiveConfig.iStereoMode <= 0)
out.Write("VS_OUTPUT o;\n"); out.Write("VS_OUTPUT o;\n");
} }
else // D3D else // D3D
@ -414,8 +434,24 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
if (api_type == API_OPENGL) if (api_type == API_OPENGL)
{ {
if (g_ActiveConfig.iStereoMode > 0) if (g_ActiveConfig.iStereoMode <= 0)
out.Write("v = o;\n"); {
// Bit ugly here
// TODO: Make pretty
// Will look better when we bind uniforms in GLSL 1.3
// clipPos/w needs to be done in pixel shader, not here
for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
out.Write("uv%d.xyz = o.tex%d;\n", i, i);
out.Write("clipPos = o.clipPos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
out.Write("Normal = o.Normal;\n");
out.Write("colors_02 = o.colors_0;\n");
out.Write("colors_12 = o.colors_1;\n");
}
out.Write("gl_Position = o.pos;\n"); out.Write("gl_Position = o.pos;\n");
} }