D3D: Add geometry shader instancing support.

This commit is contained in:
Jules Blok 2014-11-14 12:39:25 +01:00
parent ca766747a8
commit 4f6ce0f236
2 changed files with 25 additions and 6 deletions

View File

@ -81,7 +81,6 @@ void InitBackendInfo()
g_Config.backend_info.bSupportsOversizedViewports = false;
g_Config.backend_info.bSupportsStereoscopy = true;
g_Config.backend_info.bSupports3DVision = true;
g_Config.backend_info.bSupportsGSInstancing = false;
IDXGIFactory* factory;
IDXGIAdapter* ad;
@ -115,11 +114,17 @@ void InitBackendInfo()
g_Config.backend_info.AAModes.push_back(samples);
}
bool shader_model_5_supported = (DX11::D3D::GetFeatureLevel(ad) >= D3D_FEATURE_LEVEL_11_0);
// Requires the earlydepthstencil attribute (only available in shader model 5)
g_Config.backend_info.bSupportsEarlyZ = shader_model_5_supported;
// Requires full UAV functionality (only available in shader model 5)
g_Config.backend_info.bSupportsBBox = shader_model_5_supported;
// Requires the instance attribute (only available in shader model 5)
g_Config.backend_info.bSupportsGSInstancing = shader_model_5_supported;
}
g_Config.backend_info.Adapters.push_back(UTF16ToUTF8(desc.Description));
ad->Release();

View File

@ -63,9 +63,17 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
out.Write("void main()\n{\n");
}
else // D3D
{
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");
}
else
{
out.Write("[maxvertexcount(6)]\n");
out.Write("void main(triangle VS_OUTPUT o[3], inout TriangleStream<GS_OUTPUT> Output)\n{\n");
}
out.Write("\tGS_OUTPUT gs;\n");
}
@ -75,13 +83,19 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
// 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)
{
if (ApiType == API_OPENGL)
out.Write("\tint l = gl_InvocationID;\n");
else
out.Write("\tint l = InstanceID;\n");
}
else
out.Write("\tfor (int l = 0; l < %d; ++l) {\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
out.Write("\tfor (int i = 0; i < 3; ++i) {\n");
out.Write("\t\tgs.layer = l;\n");
// Select the output layer
out.Write("\t\tgs.layer = l;\n");
if (ApiType == API_OPENGL)
out.Write("\t\tgl_Layer = l;\n");
@ -118,7 +132,7 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
if (ApiType == API_OPENGL)
out.Write("\tEndPrimitive();\n");
else
out.Write("\t\tOutput.RestartStrip();\n");
out.Write("\tOutput.RestartStrip();\n");
if (!g_ActiveConfig.backend_info.bSupportsGSInstancing)
out.Write("\t}\n");