diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp index 1da342d68a..991189a27f 100644 --- a/Source/Core/VideoCommon/GeometryShaderGen.cpp +++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp @@ -73,12 +73,12 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy GenerateVSOutputStructForGS(code, ApiType); out.Write(code.GetBuffer()); - out.Write("in VS_OUTPUT vertices[];\n"); - out.Write("out VS_OUTPUT frag;\n"); + out.Write("centroid in VS_OUTPUT v[];\n"); + out.Write("centroid out VS_OUTPUT o;\n"); out.Write("void main()\n{\n"); out.Write("\tfor (int i = 0; i < gl_in.length(); ++i) {\n"); - out.Write("\t\tfrag = vertices[i];\n"); + out.Write("\t\to = v[i];\n"); out.Write("\t\tgl_Position = gl_in[i].gl_Position;\n"); out.Write("\t\tgl_Layer = gl_InvocationID;\n"); out.Write("\t\tEmitVertex();\n"); diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index 4b14fc5097..046384a923 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -16,6 +16,7 @@ #include "VideoCommon/LightingShaderGen.h" #include "VideoCommon/NativeVertexFormat.h" #include "VideoCommon/PixelShaderGen.h" +#include "VideoCommon/VertexShaderGen.h" #include "VideoCommon/VideoConfig.h" #include "VideoCommon/XFMemory.h" // for texture projection mode @@ -275,6 +276,12 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T ); } + ShaderCode code; + char buf[16384]; + code.SetBuffer(buf); + GenerateVSOutputStructForGS(code, ApiType); + out.Write(code.GetBuffer()); + const bool forced_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ && bpmem.UseEarlyDepthTest() && (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED); const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) || (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z); @@ -325,22 +332,27 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T // As a workaround, we interpolate at the centroid of the coveraged pixel, which // is always inside the primitive. // Without MSAA, this flag is defined to have no effect. - out.Write("centroid in float4 colors_02;\n"); - out.Write("centroid in float4 colors_12;\n"); + out.Write("centroid in VS_OUTPUT o;\n"); + + out.Write("void main()\n{\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("\tfloat3 uv%d = o.tex%d;\n", i, i); } - out.Write("centroid in float4 clipPos;\n"); + out.Write("\tfloat4 clipPos = o.clipPos;\n"); if (g_ActiveConfig.bEnablePixelLighting) { - out.Write("centroid in float4 Normal;\n"); + out.Write("\tfloat4 Normal = o.Normal;\n"); } - out.Write("void main()\n{\n"); + // On Mali, global variables must be initialized as constants. + // This is why we initialize these variables locally instead. + out.Write("\tfloat4 colors_0 = o.colors_0;\n"); + out.Write("\tfloat4 colors_1 = o.colors_1;\n"); + out.Write("\tfloat4 rawpos = gl_FragCoord;\n"); } else // D3D @@ -370,14 +382,6 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T "\tint2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);\n" "\tint4 tevin_a=int4(0,0,0,0),tevin_b=int4(0,0,0,0),tevin_c=int4(0,0,0,0),tevin_d=int4(0,0,0,0);\n\n"); // tev combiner inputs - if (ApiType == API_OPENGL) - { - // On Mali, global variables must be initialized as constants. - // This is why we initialize these variables locally instead. - out.Write("\tfloat4 colors_0 = colors_02;\n"); - out.Write("\tfloat4 colors_1 = colors_12;\n"); - } - if (g_ActiveConfig.bEnablePixelLighting) { out.Write("\tfloat3 _norm0 = normalize(Normal.xyz);\n\n"); diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp index 894a18a0e2..2667445908 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/VertexShaderGen.cpp @@ -131,22 +131,16 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, SHADER_TEXTURE0_ATTRIB + i); } - // 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"); + if (g_ActiveConfig.bStereo) + out.Write("centroid out VS_OUTPUT v;\n"); + else + out.Write("centroid out VS_OUTPUT o;\n"); out.Write("void main()\n{\n"); + + if (g_ActiveConfig.bStereo) + out.Write("VS_OUTPUT o;\n"); } else // D3D { @@ -172,8 +166,9 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ if (components & VB_HAS_POSMTXIDX) out.Write(" int posmtx : BLENDINDICES,\n"); out.Write(" float4 rawpos : POSITION) {\n"); + + out.Write("VS_OUTPUT o;\n"); } - out.Write("VS_OUTPUT o;\n"); // transforms if (components & VB_HAS_POSMTXIDX) @@ -431,27 +426,16 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ if (api_type == API_OPENGL) { - // 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 + if (g_ActiveConfig.bStereo) + out.Write("v = o;\n"); - 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("}\n"); } else // D3D { - out.Write("return o;\n}\n"); + out.Write("return o;\n"); } + out.Write("}\n"); if (is_writing_shadercode) {