GeometryShaderGen: Support multiple primitive types.
And make more stereoscopy code optional.
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887c669c28
commit
382e1c22db
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@ -12,7 +12,6 @@
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#include "VideoBackends/D3D/VertexShaderCache.h"
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#include "VideoCommon/BoundingBox.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/MainBase.h"
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@ -122,10 +121,6 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
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ADDSTAT(stats.thisFrame.bytesIndexStreamed, indexBufferSize);
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}
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static const float LINE_PT_TEX_OFFSETS[8] = {
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0.f, 0.0625f, 0.125f, 0.25f, 0.5f, 1.f, 1.f, 1.f
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};
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void VertexManager::Draw(u32 stride)
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{
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u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components;
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@ -398,7 +398,7 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
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{
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GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL, components);
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GetVertexShaderUid(uid->vuid, components, API_OPENGL);
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GetGeometryShaderUid(uid->guid, components, API_OPENGL);
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GetGeometryShaderUid(uid->guid, primitive_type, API_OPENGL);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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@ -129,7 +129,6 @@ static void BPWritten(const BPCmd& bp)
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GeometryShaderManager::SetViewportChanged();
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return;
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case BPMEM_LINEPTWIDTH: // Line Width
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SetLineWidth();
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GeometryShaderManager::SetLinePtWidthChanged();
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return;
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case BPMEM_ZMODE: // Depth Control
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@ -6,11 +6,26 @@
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#include "VideoCommon/GeometryShaderGen.h"
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#include "VideoCommon/LightingShaderGen.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VertexShaderGen.h"
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#include "VideoCommon/VideoConfig.h"
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static char text[16384];
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static const char* primitives_ogl[] =
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{
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"points",
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"lines",
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"triangles"
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};
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static const char* primitives_d3d[] =
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{
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"point",
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"line",
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"triangle"
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};
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template<class T>
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static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE ApiType)
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{
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@ -27,15 +42,18 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
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text[sizeof(text) - 1] = 0x7C; // canary
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uid_data->primitive_type = primitive_type;
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const unsigned int vertex_in = primitive_type + 1;
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uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
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const unsigned int vertex_out = primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4;
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if (ApiType == API_OPENGL)
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{
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// Insert layout parameters
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("layout(triangles, invocations = %d) in;\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
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out.Write("layout(%s, invocations = %d) in;\n", primitives_ogl[primitive_type], g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
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else
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out.Write("layout(triangles) in;\n");
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out.Write("layout(triangle_strip, max_vertices = %d) out;\n", g_ActiveConfig.backend_info.bSupportsGSInstancing ? 3 : 6);
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out.Write("layout(%s) in;\n", primitives_ogl[primitive_type]);
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out.Write("layout(triangle_strip, max_vertices = %d) out;\n", g_ActiveConfig.backend_info.bSupportsGSInstancing ? vertex_out : vertex_out * 2);
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}
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out.Write("%s", s_lighting_struct);
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@ -62,9 +80,11 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("#define InstanceID gl_InvocationID\n");
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out.Write("centroid in VS_OUTPUT o[3];\n");
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out.Write("centroid in VS_OUTPUT o[%d];\n", vertex_in);
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out.Write("centroid out VS_OUTPUT vs;\n");
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out.Write("flat out int layer;\n");
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if (g_ActiveConfig.iStereoMode > 0)
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out.Write("flat out int layer;\n");
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out.Write("void main()\n{\n");
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}
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@ -72,18 +92,21 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
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{
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out.Write("struct GS_OUTPUT {\n");
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out.Write("\tVS_OUTPUT vs;\n");
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out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n");
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if (g_ActiveConfig.iStereoMode > 0)
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out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n");
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out.Write("};\n");
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out.Write("[maxvertexcount(%d)]\n", vertex_out);
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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{
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out.Write("[maxvertexcount(3)]\n[instance(%d)]\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
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out.Write("void main(triangle VS_OUTPUT o[3], inout TriangleStream<GS_OUTPUT> Output, in uint InstanceID : SV_GSInstanceID)\n{\n");
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out.Write("[instance(%d)]\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
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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);
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}
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else
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{
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out.Write("[maxvertexcount(6)]\n");
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out.Write("void main(triangle VS_OUTPUT o[3], inout TriangleStream<GS_OUTPUT> Output)\n{\n");
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out.Write("void main(%s VS_OUTPUT o[%d], inout TriangleStream<GS_OUTPUT> Output)\n{\n", primitives_d3d[primitive_type], vertex_in);
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}
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out.Write("\tGS_OUTPUT gs;\n");
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@ -91,29 +114,32 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
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out.Write("\tVS_OUTPUT f;\n");
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// If the GPU supports invocation we don't need a for loop and can simply use the
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// invocation identifier to determine which layer we're rendering.
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("\tint eye = InstanceID;\n");
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else
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out.Write("\tfor (int eye = 0; eye < %d; ++eye) {\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
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out.Write("\tfor (int i = 0; i < 3; ++i) {\n");
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// Select the output layer
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if (ApiType == API_OPENGL)
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if (g_ActiveConfig.iStereoMode > 0)
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{
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out.Write("\t\tgl_Layer = eye;\n");
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out.Write("\t\tlayer = eye;\n");
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// If the GPU supports invocation we don't need a for loop and can simply use the
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// invocation identifier to determine which layer we're rendering.
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("\tint eye = InstanceID;\n");
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else
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out.Write("\tfor (int eye = 0; eye < %d; ++eye) {\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
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}
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else
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out.Write("\t\tgs.layer = eye;\n");
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out.Write("\tfor (int i = 0; i < %d; ++i) {\n", vertex_in);
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out.Write("\t\tf = o[i];\n");
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out.Write("\t\tfloat4 pos = o[i].pos;\n");
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if (g_ActiveConfig.iStereoMode > 0)
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{
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// Select the output layer
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if (ApiType == API_OPENGL)
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{
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out.Write("\t\tgl_Layer = eye;\n");
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out.Write("\t\tlayer = eye;\n");
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}
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else
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out.Write("\t\tgs.layer = eye;\n");
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// For stereoscopy add a small horizontal offset in Normalized Device Coordinates proportional
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// to the depth of the vertex. We retrieve the depth value from the w-component of the projected
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// vertex which contains the negated z-component of the original vertex.
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@ -123,10 +149,9 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
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// This formula is based on page 13 of the "Nvidia 3D Vision Automatic, Best Practices Guide"
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out.Write("\t\tf.clipPos.x = o[i].clipPos.x + " I_STEREOPARAMS"[eye] * (o[i].clipPos.w - " I_STEREOPARAMS"[2]);\n");
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out.Write("\t\tpos.x = o[i].pos.x + " I_STEREOPARAMS"[eye] * (o[i].pos.w - " I_STEREOPARAMS"[2]);\n");
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out.Write("\t\tf.pos.x = pos.x;\n");
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}
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out.Write("\t\tf.pos.x = pos.x;\n");
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if (ApiType == API_OPENGL)
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out.Write("\t\tgl_Position = pos;\n");
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