GeometryShaderGen: Support multiple primitive types.

And make more stereoscopy code optional.
This commit is contained in:
Jules Blok 2014-12-14 22:27:09 +01:00
parent 887c669c28
commit 382e1c22db
4 changed files with 53 additions and 34 deletions

View File

@ -12,7 +12,6 @@
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/BoundingBox.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/MainBase.h"
@ -122,10 +121,6 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
ADDSTAT(stats.thisFrame.bytesIndexStreamed, indexBufferSize);
}
static const float LINE_PT_TEX_OFFSETS[8] = {
0.f, 0.0625f, 0.125f, 0.25f, 0.5f, 1.f, 1.f, 1.f
};
void VertexManager::Draw(u32 stride)
{
u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components;

View File

@ -398,7 +398,7 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
{
GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL, components);
GetVertexShaderUid(uid->vuid, components, API_OPENGL);
GetGeometryShaderUid(uid->guid, components, API_OPENGL);
GetGeometryShaderUid(uid->guid, primitive_type, API_OPENGL);
if (g_ActiveConfig.bEnableShaderDebugging)
{

View File

@ -129,7 +129,6 @@ static void BPWritten(const BPCmd& bp)
GeometryShaderManager::SetViewportChanged();
return;
case BPMEM_LINEPTWIDTH: // Line Width
SetLineWidth();
GeometryShaderManager::SetLinePtWidthChanged();
return;
case BPMEM_ZMODE: // Depth Control

View File

@ -6,11 +6,26 @@
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoConfig.h"
static char text[16384];
static const char* primitives_ogl[] =
{
"points",
"lines",
"triangles"
};
static const char* primitives_d3d[] =
{
"point",
"line",
"triangle"
};
template<class T>
static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE ApiType)
{
@ -27,15 +42,18 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
text[sizeof(text) - 1] = 0x7C; // canary
uid_data->primitive_type = primitive_type;
const unsigned int vertex_in = primitive_type + 1;
uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
const unsigned int vertex_out = primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4;
if (ApiType == API_OPENGL)
{
// Insert layout parameters
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
out.Write("layout(triangles, invocations = %d) in;\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
out.Write("layout(%s, invocations = %d) in;\n", primitives_ogl[primitive_type], g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
else
out.Write("layout(triangles) in;\n");
out.Write("layout(triangle_strip, max_vertices = %d) out;\n", g_ActiveConfig.backend_info.bSupportsGSInstancing ? 3 : 6);
out.Write("layout(%s) in;\n", primitives_ogl[primitive_type]);
out.Write("layout(triangle_strip, max_vertices = %d) out;\n", g_ActiveConfig.backend_info.bSupportsGSInstancing ? vertex_out : vertex_out * 2);
}
out.Write("%s", s_lighting_struct);
@ -62,9 +80,11 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
out.Write("#define InstanceID gl_InvocationID\n");
out.Write("centroid in VS_OUTPUT o[3];\n");
out.Write("centroid in VS_OUTPUT o[%d];\n", vertex_in);
out.Write("centroid out VS_OUTPUT vs;\n");
out.Write("flat out int layer;\n");
if (g_ActiveConfig.iStereoMode > 0)
out.Write("flat out int layer;\n");
out.Write("void main()\n{\n");
}
@ -72,18 +92,21 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
{
out.Write("struct GS_OUTPUT {\n");
out.Write("\tVS_OUTPUT vs;\n");
out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n");
if (g_ActiveConfig.iStereoMode > 0)
out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n");
out.Write("};\n");
out.Write("[maxvertexcount(%d)]\n", vertex_out);
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
{
out.Write("[maxvertexcount(3)]\n[instance(%d)]\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
out.Write("void main(triangle VS_OUTPUT o[3], inout TriangleStream<GS_OUTPUT> Output, in uint InstanceID : SV_GSInstanceID)\n{\n");
out.Write("[instance(%d)]\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
out.Write("void main(%s VS_OUTPUT o[%d], inout TriangleStream<GS_OUTPUT> Output, in uint InstanceID : SV_GSInstanceID)\n{\n", primitives_d3d[primitive_type], vertex_in);
}
else
{
out.Write("[maxvertexcount(6)]\n");
out.Write("void main(triangle VS_OUTPUT o[3], inout TriangleStream<GS_OUTPUT> Output)\n{\n");
out.Write("void main(%s VS_OUTPUT o[%d], inout TriangleStream<GS_OUTPUT> Output)\n{\n", primitives_d3d[primitive_type], vertex_in);
}
out.Write("\tGS_OUTPUT gs;\n");
@ -91,29 +114,32 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
out.Write("\tVS_OUTPUT f;\n");
// If the GPU supports invocation we don't need a for loop and can simply use the
// invocation identifier to determine which layer we're rendering.
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
out.Write("\tint eye = InstanceID;\n");
else
out.Write("\tfor (int eye = 0; eye < %d; ++eye) {\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
out.Write("\tfor (int i = 0; i < 3; ++i) {\n");
// Select the output layer
if (ApiType == API_OPENGL)
if (g_ActiveConfig.iStereoMode > 0)
{
out.Write("\t\tgl_Layer = eye;\n");
out.Write("\t\tlayer = eye;\n");
// If the GPU supports invocation we don't need a for loop and can simply use the
// invocation identifier to determine which layer we're rendering.
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
out.Write("\tint eye = InstanceID;\n");
else
out.Write("\tfor (int eye = 0; eye < %d; ++eye) {\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
}
else
out.Write("\t\tgs.layer = eye;\n");
out.Write("\tfor (int i = 0; i < %d; ++i) {\n", vertex_in);
out.Write("\t\tf = o[i];\n");
out.Write("\t\tfloat4 pos = o[i].pos;\n");
if (g_ActiveConfig.iStereoMode > 0)
{
// Select the output layer
if (ApiType == API_OPENGL)
{
out.Write("\t\tgl_Layer = eye;\n");
out.Write("\t\tlayer = eye;\n");
}
else
out.Write("\t\tgs.layer = eye;\n");
// For stereoscopy add a small horizontal offset in Normalized Device Coordinates proportional
// to the depth of the vertex. We retrieve the depth value from the w-component of the projected
// vertex which contains the negated z-component of the original vertex.
@ -123,10 +149,9 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
// This formula is based on page 13 of the "Nvidia 3D Vision Automatic, Best Practices Guide"
out.Write("\t\tf.clipPos.x = o[i].clipPos.x + " I_STEREOPARAMS"[eye] * (o[i].clipPos.w - " I_STEREOPARAMS"[2]);\n");
out.Write("\t\tpos.x = o[i].pos.x + " I_STEREOPARAMS"[eye] * (o[i].pos.w - " I_STEREOPARAMS"[2]);\n");
out.Write("\t\tf.pos.x = pos.x;\n");
}
out.Write("\t\tf.pos.x = pos.x;\n");
if (ApiType == API_OPENGL)
out.Write("\t\tgl_Position = pos;\n");