GeometryShaderGen: Write the layer for every vertex
At least in GLSL, after calling EmitVertex() the value of all 'out' variables (including gl_Layer and ps) becomes undefined. On OpenGL it seems like they were unchanged, but on Vulkan they became 0, resulting in bad rendering. Fixes https://bugs.dolphin-emu.org/issues/12001
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@ -49,10 +49,10 @@ GeometryShaderUid GetGeometryShaderUid(PrimitiveType primitive_type)
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static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
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const geometry_shader_uid_data* uid_data, const char* vertex,
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APIType api_type, bool wireframe, bool first_vertex = false);
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APIType api_type, bool wireframe, bool stereo, bool first_vertex = false);
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static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config,
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const geometry_shader_uid_data* uid_data, APIType api_type,
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bool wireframe);
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const geometry_shader_uid_data* uid_data, APIType api_type, bool wireframe,
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bool stereo);
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ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig& host_config,
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const geometry_shader_uid_data* uid_data)
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@ -239,11 +239,6 @@ ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig&
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if (stereo)
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{
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// Select the output layer
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out.Write("\tps.layer = eye;\n");
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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out.Write("\tgl_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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@ -273,8 +268,8 @@ ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig&
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}
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out.Write("\t}}\n");
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EmitVertex(out, host_config, uid_data, "l", api_type, wireframe, true);
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EmitVertex(out, host_config, uid_data, "r", api_type, wireframe);
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EmitVertex(out, host_config, uid_data, "l", api_type, wireframe, stereo, true);
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EmitVertex(out, host_config, uid_data, "r", api_type, wireframe, stereo);
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}
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else if (primitive_type == PrimitiveType::Points)
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{
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@ -302,19 +297,19 @@ ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig&
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}
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out.Write("\t}}\n");
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EmitVertex(out, host_config, uid_data, "ll", api_type, wireframe, true);
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EmitVertex(out, host_config, uid_data, "lr", api_type, wireframe);
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EmitVertex(out, host_config, uid_data, "ul", api_type, wireframe);
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EmitVertex(out, host_config, uid_data, "ur", api_type, wireframe);
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EmitVertex(out, host_config, uid_data, "ll", api_type, wireframe, stereo, true);
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EmitVertex(out, host_config, uid_data, "lr", api_type, wireframe, stereo);
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EmitVertex(out, host_config, uid_data, "ul", api_type, wireframe, stereo);
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EmitVertex(out, host_config, uid_data, "ur", api_type, wireframe, stereo);
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}
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else
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{
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EmitVertex(out, host_config, uid_data, "f", api_type, wireframe, true);
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EmitVertex(out, host_config, uid_data, "f", api_type, wireframe, stereo, true);
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}
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out.Write("\t}}\n");
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EndPrimitive(out, host_config, uid_data, api_type, wireframe);
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EndPrimitive(out, host_config, uid_data, api_type, wireframe, stereo);
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if (stereo && !host_config.backend_gs_instancing)
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out.Write("\t}}\n");
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@ -326,7 +321,7 @@ ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig&
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static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
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const geometry_shader_uid_data* uid_data, const char* vertex,
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APIType api_type, bool wireframe, bool first_vertex)
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APIType api_type, bool wireframe, bool stereo, bool first_vertex)
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{
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if (wireframe && first_vertex)
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out.Write("\tif (i == 0) first = {};\n", vertex);
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@ -351,6 +346,14 @@ static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
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out.Write("\tps.o = {};\n", vertex);
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}
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if (stereo)
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{
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// Select the output layer
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out.Write("\tps.layer = eye;\n");
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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out.Write("\tgl_Layer = eye;\n");
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}
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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out.Write("\tEmitVertex();\n");
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else
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@ -358,10 +361,11 @@ static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
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}
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static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config,
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const geometry_shader_uid_data* uid_data, APIType api_type, bool wireframe)
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const geometry_shader_uid_data* uid_data, APIType api_type, bool wireframe,
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bool stereo)
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{
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if (wireframe)
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EmitVertex(out, host_config, uid_data, "first", api_type, wireframe);
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EmitVertex(out, host_config, uid_data, "first", api_type, wireframe, stereo);
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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out.Write("\tEndPrimitive();\n");
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