VideoCommon: Add vertex shader point and line expansion
This commit is contained in:
parent
804e42150e
commit
68f49df0f8
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@ -94,7 +94,7 @@ static size_t s_state_writes_in_queue;
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static std::condition_variable s_state_write_queue_is_empty;
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// Don't forget to increase this after doing changes on the savestate system
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constexpr u32 STATE_VERSION = 154; // Last changed in PR 11177
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constexpr u32 STATE_VERSION = 155; // Last changed in PR 10890
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// Maps savestate versions to Dolphin versions.
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// Versions after 42 don't need to be added to this list,
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@ -358,7 +358,7 @@ bool DXContext::CreateGXRootSignature()
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SetRootParamTable(¶ms[param_count], &ranges[param_count], D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 3,
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1, D3D12_SHADER_VISIBILITY_VERTEX);
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param_count++;
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SetRootParamConstant(¶ms[param_count], 2, 1, D3D12_SHADER_VISIBILITY_VERTEX);
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SetRootParamConstant(¶ms[param_count], 3, 1, D3D12_SHADER_VISIBILITY_VERTEX);
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param_count++;
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// Since these must be contiguous, pixel lighting goes to bbox if not enabled.
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@ -102,9 +102,18 @@ struct VertexShaderConstants
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std::array<u32, 8> vertex_offset_texcoords;
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};
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enum class VSExpand : u32
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{
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None = 0,
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Point,
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Line,
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};
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struct GeometryShaderConstants
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{
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float4 stereoparams;
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float4 lineptparams;
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int4 texoffset;
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VSExpand vs_expand; // Used by VS point/line expansion in ubershaders
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u32 pad[3];
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};
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@ -19,7 +19,7 @@ namespace VideoCommon
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// As pipelines encompass both shader UIDs and render states, changes to either of these should
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// also increment the pipeline UID version. Incrementing the UID version will cause all UID
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// caches to be invalidated.
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constexpr u32 GX_PIPELINE_UID_VERSION = 5; // Last changed in PR 10747
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constexpr u32 GX_PIPELINE_UID_VERSION = 6; // Last changed in PR 10890
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struct GXPipelineUid
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{
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@ -97,10 +97,8 @@ ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig&
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else
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out.Write("cbuffer GSBlock {{\n");
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out.Write("\tfloat4 " I_STEREOPARAMS ";\n"
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"\tfloat4 " I_LINEPTPARAMS ";\n"
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"\tint4 " I_TEXOFFSET ";\n"
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"}};\n");
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out.Write("{}", s_geometry_shader_uniforms);
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out.Write("}};\n");
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out.Write("struct VS_OUTPUT {{\n");
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GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, "",
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@ -8,6 +8,7 @@
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#include "Common/ChunkFile.h"
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#include "Common/CommonTypes.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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@ -36,10 +37,22 @@ void GeometryShaderManager::Dirty()
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// Any constants that can changed based on settings should be re-calculated
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s_projection_changed = true;
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// Uses EFB scale config
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SetLinePtWidthChanged();
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dirty = true;
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}
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void GeometryShaderManager::SetConstants()
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static void SetVSExpand(VSExpand expand)
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{
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if (GeometryShaderManager::constants.vs_expand != expand)
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{
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GeometryShaderManager::constants.vs_expand = expand;
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GeometryShaderManager::dirty = true;
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}
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}
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void GeometryShaderManager::SetConstants(PrimitiveType prim)
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{
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if (s_projection_changed && g_ActiveConfig.stereo_mode != StereoMode::Off)
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{
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@ -63,6 +76,16 @@ void GeometryShaderManager::SetConstants()
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dirty = true;
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}
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if (g_ActiveConfig.UseVSForLinePointExpand())
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{
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if (prim == PrimitiveType::Points)
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SetVSExpand(VSExpand::Point);
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else if (prim == PrimitiveType::Lines)
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SetVSExpand(VSExpand::Line);
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else
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SetVSExpand(VSExpand::None);
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}
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if (s_viewport_changed)
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{
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s_viewport_changed = false;
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@ -7,6 +7,7 @@
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#include "VideoCommon/ConstantManager.h"
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class PointerWrap;
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enum class PrimitiveType : u32;
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// The non-API dependent parts.
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class GeometryShaderManager
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@ -16,7 +17,7 @@ public:
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static void Dirty();
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static void DoState(PointerWrap& p);
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static void SetConstants();
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static void SetConstants(PrimitiveType prim);
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static void SetViewportChanged();
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static void SetProjectionChanged();
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static void SetLinePtWidthChanged();
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@ -190,6 +190,39 @@ u16* AddLineStrip(u16* index_ptr, u32 num_verts, u32 index)
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return index_ptr;
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}
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template <bool pr, bool linestrip>
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u16* AddLines_VSExpand(u16* index_ptr, u32 num_verts, u32 index)
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{
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// VS Expand uses (index >> 2) as the base vertex
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// Bit 0 indicates which side of the line (left/right for a vertical line)
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// Bit 1 indicates which point of the line (top/bottom for a vertical line)
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// VS Expand assumes the two points will be adjacent vertices
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constexpr u32 advance = linestrip ? 1 : 2;
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for (u32 i = 1; i < num_verts; i += advance)
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{
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u32 p0 = (index + i - 1) << 2;
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u32 p1 = (index + i - 0) << 2;
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if constexpr (pr)
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{
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*index_ptr++ = p0 + 0;
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*index_ptr++ = p0 + 1;
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*index_ptr++ = p1 + 2;
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*index_ptr++ = p1 + 3;
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*index_ptr++ = s_primitive_restart;
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}
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else
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{
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*index_ptr++ = p0 + 0;
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*index_ptr++ = p0 + 1;
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*index_ptr++ = p1 + 2;
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*index_ptr++ = p0 + 1;
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*index_ptr++ = p1 + 2;
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*index_ptr++ = p1 + 3;
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}
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}
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return index_ptr;
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}
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u16* AddPoints(u16* index_ptr, u32 num_verts, u32 index)
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{
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for (u32 i = 0; i != num_verts; ++i)
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@ -198,6 +231,35 @@ u16* AddPoints(u16* index_ptr, u32 num_verts, u32 index)
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}
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return index_ptr;
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}
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template <bool pr>
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u16* AddPoints_VSExpand(u16* index_ptr, u32 num_verts, u32 index)
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{
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// VS Expand uses (index >> 2) as the base vertex
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// Bottom two bits indicate which of (TL, TR, BL, BR) this is
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for (u32 i = 0; i < num_verts; ++i)
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{
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u32 base = (index + i) << 2;
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if constexpr (pr)
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{
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*index_ptr++ = base + 0;
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*index_ptr++ = base + 1;
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*index_ptr++ = base + 2;
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*index_ptr++ = base + 3;
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*index_ptr++ = s_primitive_restart;
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}
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else
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{
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*index_ptr++ = base + 0;
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*index_ptr++ = base + 1;
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*index_ptr++ = base + 2;
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*index_ptr++ = base + 1;
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*index_ptr++ = base + 2;
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*index_ptr++ = base + 3;
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}
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}
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return index_ptr;
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}
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} // Anonymous namespace
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void IndexGenerator::Init()
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@ -220,9 +282,27 @@ void IndexGenerator::Init()
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m_primitive_table[Primitive::GX_DRAW_TRIANGLE_STRIP] = AddStrip<false>;
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m_primitive_table[Primitive::GX_DRAW_TRIANGLE_FAN] = AddFan<false>;
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}
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m_primitive_table[Primitive::GX_DRAW_LINES] = AddLineList;
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m_primitive_table[Primitive::GX_DRAW_LINE_STRIP] = AddLineStrip;
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m_primitive_table[Primitive::GX_DRAW_POINTS] = AddPoints;
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if (g_Config.UseVSForLinePointExpand())
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{
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if (g_Config.backend_info.bSupportsPrimitiveRestart)
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{
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m_primitive_table[Primitive::GX_DRAW_LINES] = AddLines_VSExpand<true, false>;
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m_primitive_table[Primitive::GX_DRAW_LINE_STRIP] = AddLines_VSExpand<true, true>;
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m_primitive_table[Primitive::GX_DRAW_POINTS] = AddPoints_VSExpand<true>;
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}
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else
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{
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m_primitive_table[Primitive::GX_DRAW_LINES] = AddLines_VSExpand<false, false>;
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m_primitive_table[Primitive::GX_DRAW_LINE_STRIP] = AddLines_VSExpand<false, true>;
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m_primitive_table[Primitive::GX_DRAW_POINTS] = AddPoints_VSExpand<false>;
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}
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}
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else
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{
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m_primitive_table[Primitive::GX_DRAW_LINES] = AddLineList;
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m_primitive_table[Primitive::GX_DRAW_LINE_STRIP] = AddLineStrip;
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m_primitive_table[Primitive::GX_DRAW_POINTS] = AddPoints;
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}
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}
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void IndexGenerator::Start(u16* index_ptr)
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@ -246,10 +326,14 @@ void IndexGenerator::AddExternalIndices(const u16* indices, u32 num_indices, u32
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m_base_index += num_vertices;
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}
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u32 IndexGenerator::GetRemainingIndices() const
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u32 IndexGenerator::GetRemainingIndices(OpcodeDecoder::Primitive primitive) const
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{
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// -1 is reserved for primitive restart (OGL + DX11)
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constexpr u32 max_index = 65534;
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u32 max_index = USHRT_MAX;
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return max_index - m_base_index;
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if (g_Config.UseVSForLinePointExpand() && primitive >= OpcodeDecoder::Primitive::GX_DRAW_LINES)
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max_index >>= 2;
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// -1 is reserved for primitive restart
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return max_index - m_base_index - 1;
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}
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@ -23,7 +23,7 @@ public:
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// returns numprimitives
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u32 GetNumVerts() const { return m_base_index; }
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u32 GetIndexLen() const { return static_cast<u32>(m_index_buffer_current - m_base_index_ptr); }
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u32 GetRemainingIndices() const;
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u32 GetRemainingIndices(OpcodeDecoder::Primitive primitive) const;
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private:
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u16* m_index_buffer_current = nullptr;
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@ -10,6 +10,7 @@
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#include "Common/MsgHandler.h"
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#include "Core/ConfigManager.h"
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#include "VideoCommon/ConstantManager.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/FramebufferShaderGen.h"
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@ -695,6 +696,35 @@ static GXPipelineUid ApplyDriverBugs(const GXPipelineUid& in)
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ps->ztest = EmulatedZ::EarlyWithZComplocHack;
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}
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if (g_ActiveConfig.UseVSForLinePointExpand() &&
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(out.rasterization_state.primitive == PrimitiveType::Points ||
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out.rasterization_state.primitive == PrimitiveType::Lines))
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{
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// All primitives are expanded to triangles in the vertex shader
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vertex_shader_uid_data* vs = out.vs_uid.GetUidData();
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const PortableVertexDeclaration& decl = out.vertex_format->GetVertexDeclaration();
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vs->position_has_3_elems = decl.position.components >= 3;
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vs->texcoord_elem_count = 0;
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for (int i = 0; i < 8; i++)
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{
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if (decl.texcoords[i].enable)
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{
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ASSERT(decl.texcoords[i].components <= 3);
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vs->texcoord_elem_count |= decl.texcoords[i].components << (i * 2);
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}
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}
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out.vertex_format = nullptr;
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if (out.rasterization_state.primitive == PrimitiveType::Points)
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vs->vs_expand = VSExpand::Point;
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else
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vs->vs_expand = VSExpand::Line;
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PrimitiveType prim = g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ?
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PrimitiveType::TriangleStrip :
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PrimitiveType::Triangles;
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out.rasterization_state.primitive = prim;
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out.gs_uid.GetUidData()->primitive_type = static_cast<u32>(prim);
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}
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return out;
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}
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@ -760,6 +790,17 @@ static GXUberPipelineUid ApplyDriverBugs(const GXUberPipelineUid& in)
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out.blending_state.usedualsrc = false;
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out.ps_uid.GetUidData()->no_dual_src = true;
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}
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if (g_ActiveConfig.UseVSForLinePointExpand())
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{
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// All primitives are expanded to triangles in the vertex shader
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PrimitiveType prim = g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ?
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PrimitiveType::TriangleStrip :
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PrimitiveType::Triangles;
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out.rasterization_state.primitive = prim;
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out.gs_uid.GetUidData()->primitive_type = static_cast<u32>(prim);
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}
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return out;
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}
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@ -5,6 +5,7 @@
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#include <fmt/format.h>
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#include "Common/Assert.h"
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#include "Common/FileUtil.h"
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#include "Core/ConfigManager.h"
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#include "VideoCommon/VideoCommon.h"
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@ -44,6 +45,7 @@ ShaderHostConfig ShaderHostConfig::GetCurrent()
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g_ActiveConfig.ManualTextureSamplingWithHiResTextures();
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bits.backend_sampler_lod_bias = g_ActiveConfig.backend_info.bSupportsLodBiasInSampler;
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bits.backend_dynamic_vertex_loader = g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader;
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bits.backend_vs_point_line_expand = g_ActiveConfig.UseVSForLinePointExpand();
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return bits;
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}
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@ -178,6 +178,7 @@ union ShaderHostConfig
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BitField<25, 1, bool, u32> manual_texture_sampling_custom_texture_sizes;
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BitField<26, 1, bool, u32> backend_sampler_lod_bias;
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BitField<27, 1, bool, u32> backend_dynamic_vertex_loader;
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BitField<28, 1, bool, u32> backend_vs_point_line_expand;
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static ShaderHostConfig GetCurrent();
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};
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@ -316,3 +317,8 @@ static const char s_shader_uniforms[] = "\tuint components;\n"
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"\t#define xfmem_postMtxInfo(i) (xfmem_pack1[(i)].y)\n"
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"\t#define xfmem_color(i) (xfmem_pack1[(i)].z)\n"
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"\t#define xfmem_alpha(i) (xfmem_pack1[(i)].w)\n";
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static const char s_geometry_shader_uniforms[] = "\tfloat4 " I_STEREOPARAMS ";\n"
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"\tfloat4 " I_LINEPTPARAMS ";\n"
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"\tint4 " I_TEXOFFSET ";\n"
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"\tuint vs_expand;\n";
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@ -3,6 +3,7 @@
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#include "VideoCommon/UberShaderVertex.h"
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#include "VideoCommon/ConstantManager.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/UberShaderCommon.h"
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@ -35,6 +36,8 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
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const bool ssaa = host_config.ssaa;
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const bool per_pixel_lighting = host_config.per_pixel_lighting;
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const bool vertex_rounding = host_config.vertex_rounding;
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const bool vertex_loader =
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host_config.backend_dynamic_vertex_loader || host_config.backend_vs_point_line_expand;
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const u32 num_texgen = uid_data->num_texgens;
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ShaderCode out;
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@ -46,6 +49,13 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
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out.Write("{}", s_shader_uniforms);
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out.Write("}};\n");
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if (vertex_loader)
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{
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out.Write("UBO_BINDING(std140, 3) uniform GSBlock {{\n");
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out.Write("{}", s_geometry_shader_uniforms);
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out.Write("}};\n");
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}
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out.Write("struct VS_OUTPUT {{\n");
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GenerateVSOutputMembers(out, api_type, num_texgen, host_config, "", ShaderStage::Vertex);
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out.Write("}};\n\n");
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@ -54,7 +64,7 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
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WriteBitfieldExtractHeader(out, api_type, host_config);
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WriteLightingFunction(out);
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if (host_config.backend_dynamic_vertex_loader)
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if (vertex_loader)
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{
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out.Write(R"(
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SSBO_BINDING(1) readonly restrict buffer Vertices {{
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@ -73,17 +83,17 @@ SSBO_BINDING(1) readonly restrict buffer Vertices {{
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// D3D12 uses a root constant for this uniform, since it changes with every draw.
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// D3D11 doesn't currently support dynamic vertex loader, and we'll have to figure something
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// out for it if we want to support it in the future.
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out.Write("UBO_BINDING(std140, 3) uniform DX_Constants {{\n"
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out.Write("UBO_BINDING(std140, 4) uniform DX_Constants {{\n"
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" uint base_vertex;\n"
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"}};\n\n"
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"uint GetVertexBaseOffset() {{\n"
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" return (gl_VertexID + base_vertex) * vertex_stride;\n"
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"uint GetVertexBaseOffset(uint vertex_id) {{\n"
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" return (vertex_id + base_vertex) * vertex_stride;\n"
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"}}\n");
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}
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else
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{
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out.Write("uint GetVertexBaseOffset() {{\n"
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" return gl_VertexID * vertex_stride;\n"
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out.Write("uint GetVertexBaseOffset(uint vertex_id) {{\n"
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" return vertex_id * vertex_stride;\n"
|
||||
"}}\n");
|
||||
}
|
||||
|
||||
|
@ -187,9 +197,17 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
|
|||
|
||||
out.Write("VS_OUTPUT o;\n"
|
||||
"\n");
|
||||
if (host_config.backend_dynamic_vertex_loader)
|
||||
if (host_config.backend_vs_point_line_expand)
|
||||
{
|
||||
out.Write("uint vertex_base_offset = GetVertexBaseOffset();\n");
|
||||
out.Write("uint vertex_id = gl_VertexID;\n"
|
||||
"if (vs_expand != 0u) {{\n"
|
||||
" vertex_id = vertex_id >> 2;\n"
|
||||
"}}\n"
|
||||
"uint vertex_base_offset = GetVertexBaseOffset(vertex_id);\n");
|
||||
}
|
||||
else if (host_config.backend_dynamic_vertex_loader)
|
||||
{
|
||||
out.Write("uint vertex_base_offset = GetVertexBaseOffset(gl_VertexID);\n");
|
||||
}
|
||||
// rawpos is always needed
|
||||
LoadVertexAttribute(out, host_config, 0, "rawpos", "float4", "rawpos");
|
||||
|
@ -320,6 +338,88 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
|
|||
if (num_texgen > 0)
|
||||
GenVertexShaderTexGens(api_type, host_config, num_texgen, out);
|
||||
|
||||
if (host_config.backend_vs_point_line_expand)
|
||||
{
|
||||
out.Write("if (vs_expand == {}u) {{ // Line\n", static_cast<u32>(VSExpand::Line));
|
||||
out.Write(" bool is_bottom = (gl_VertexID & 2) != 0;\n"
|
||||
" bool is_right = (gl_VertexID & 1) != 0;\n"
|
||||
" uint other_base_offset = vertex_base_offset;\n"
|
||||
" if (is_bottom) {{\n"
|
||||
" other_base_offset -= vertex_stride;\n"
|
||||
" }} else {{\n"
|
||||
" other_base_offset += vertex_stride;\n"
|
||||
" }}\n"
|
||||
" float4 other_rawpos = load_input_float4_rawpos(other_base_offset, "
|
||||
"vertex_offset_rawpos);\n"
|
||||
" float4 other_p0 = P0;\n"
|
||||
" float4 other_p1 = P1;\n"
|
||||
" float4 other_p2 = P2;\n"
|
||||
" if ((components & {}u) != 0u) {{ // VB_HAS_POSMTXIDX\n",
|
||||
VB_HAS_POSMTXIDX);
|
||||
out.Write(" uint other_posidx = int(load_input_uint4_ubyte4(other_base_offset, "
|
||||
"vertex_offset_posmtx).r);\n"
|
||||
" other_p0 = " I_TRANSFORMMATRICES "[other_posidx];\n"
|
||||
" other_p1 = " I_TRANSFORMMATRICES "[other_posidx+1];\n"
|
||||
" other_p2 = " I_TRANSFORMMATRICES "[other_posidx+2];\n"
|
||||
" }}\n"
|
||||
" float4 other_pos = float4(dot(other_p0, other_rawpos), "
|
||||
"dot(other_p1, other_rawpos), dot(other_p2, other_rawpos), 1.0);\n"
|
||||
" other_pos = float4(dot(" I_PROJECTION "[0], other_pos), dot(" I_PROJECTION
|
||||
"[1], other_pos), dot(" I_PROJECTION "[2], other_pos), dot(" I_PROJECTION
|
||||
"[3], other_pos));\n"
|
||||
"\n"
|
||||
" float sign = is_right ? 1.0f : -1.0f;\n"
|
||||
// GameCube/Wii's line drawing algorithm is a little quirky. It does not
|
||||
// use the correct line caps. Instead, the line caps are vertical or
|
||||
// horizontal depending the slope of the line.
|
||||
" float2 offset;\n"
|
||||
" float2 to = abs(o.pos.xy / o.pos.w - other_pos.xy / other_pos.w);\n"
|
||||
// FIXME: What does real hardware do when line is at a 45-degree angle?
|
||||
// FIXME: Lines aren't drawn at the correct width. See Twilight Princess map.
|
||||
" if (" I_LINEPTPARAMS ".y * to.y > " I_LINEPTPARAMS ".x * to.x) {{\n"
|
||||
// Line is more tall. Extend geometry left and right.
|
||||
// Lerp LineWidth/2 from [0..VpWidth] to [-1..1]
|
||||
" offset = float2(sign * " I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".x, 0);\n"
|
||||
" }} else {{\n"
|
||||
// Line is more wide. Extend geometry up and down.
|
||||
// Lerp LineWidth/2 from [0..VpHeight] to [1..-1]
|
||||
" offset = float2(0, sign * " I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".y);\n"
|
||||
" }}\n"
|
||||
"\n"
|
||||
" o.pos.xy += offset * o.pos.w;\n");
|
||||
if (num_texgen > 0)
|
||||
{
|
||||
out.Write(" if ((" I_TEXOFFSET "[2] != 0) && is_right) {{\n"
|
||||
" float texOffset = 1.0 / float(" I_TEXOFFSET "[2]);\n");
|
||||
for (u32 i = 0; i < num_texgen; i++)
|
||||
{
|
||||
out.Write(" if (((" I_TEXOFFSET "[0] >> {}) & 0x1) != 0)\n", i);
|
||||
out.Write(" o.tex{}.x += texOffset;\n", i);
|
||||
}
|
||||
out.Write(" }}\n");
|
||||
}
|
||||
out.Write("}} else if (vs_expand == {}u) {{ // Point\n", static_cast<u32>(VSExpand::Point));
|
||||
out.Write(" bool is_bottom = (gl_VertexID & 2) != 0;\n"
|
||||
" bool is_right = (gl_VertexID & 1) != 0;\n"
|
||||
" float2 sign = float2(is_right ? 1.0f : -1.0f, is_bottom ? 1.0f : -1.0f);\n"
|
||||
" float2 offset = sign * " I_LINEPTPARAMS ".ww / " I_LINEPTPARAMS ".xy;\n"
|
||||
" o.pos.xy += offset * o.pos.w;\n");
|
||||
if (num_texgen > 0)
|
||||
{
|
||||
out.Write(" if (" I_TEXOFFSET "[3] != 0) {{\n"
|
||||
" float texOffsetMagnitude = 1.0f / float(" I_TEXOFFSET "[3]);\n"
|
||||
" float2 texOffset = float2(is_right ? texOffsetMagnitude : 0.0f, "
|
||||
"is_bottom ? texOffsetMagnitude : 0.0f);");
|
||||
for (u32 i = 0; i < num_texgen; i++)
|
||||
{
|
||||
out.Write(" if (((" I_TEXOFFSET "[1] >> {}) & 0x1) != 0)\n", i);
|
||||
out.Write(" o.tex{}.xy += texOffset;\n", i);
|
||||
}
|
||||
out.Write(" }}\n");
|
||||
}
|
||||
out.Write("}}\n");
|
||||
}
|
||||
|
||||
if (per_pixel_lighting)
|
||||
{
|
||||
out.Write("// When per-pixel lighting is enabled, the vertex colors are passed through\n"
|
||||
|
@ -574,7 +674,7 @@ static void GenVertexShaderTexGens(APIType api_type, const ShaderHostConfig& hos
|
|||
" {{\n");
|
||||
out.Write(" if ((components & ({}u /* VB_HAS_TEXMTXIDX0 */ << texgen)) != 0u) {{\n",
|
||||
VB_HAS_TEXMTXIDX0);
|
||||
if (host_config.backend_dynamic_vertex_loader)
|
||||
if (host_config.backend_dynamic_vertex_loader || host_config.backend_vs_point_line_expand)
|
||||
{
|
||||
out.Write(" int tmp = int(load_input_float3_rawtex(vertex_base_offset, "
|
||||
"vertex_offset_rawtex[texgen / 4][texgen % 4]).z);\n"
|
||||
|
@ -655,7 +755,7 @@ static void LoadVertexAttribute(ShaderCode& code, const ShaderHostConfig& host_c
|
|||
std::string_view name, std::string_view shader_type,
|
||||
std::string_view stored_type, std::string_view offset_name)
|
||||
{
|
||||
if (host_config.backend_dynamic_vertex_loader)
|
||||
if (host_config.backend_dynamic_vertex_loader || host_config.backend_vs_point_line_expand)
|
||||
{
|
||||
code.Write("{:{}}{} {} = load_input_{}_{}(vertex_base_offset, vertex_offset_{});\n", "", indent,
|
||||
shader_type, name, shader_type, stored_type,
|
||||
|
|
|
@ -140,12 +140,12 @@ DataReader VertexManagerBase::PrepareForAdditionalData(OpcodeDecoder::Primitive
|
|||
|
||||
// Check for size in buffer, if the buffer gets full, call Flush()
|
||||
if (!m_is_flushed &&
|
||||
(count > m_index_generator.GetRemainingIndices() || count > GetRemainingIndices(primitive) ||
|
||||
needed_vertex_bytes > GetRemainingSize()))
|
||||
(count > m_index_generator.GetRemainingIndices(primitive) ||
|
||||
count > GetRemainingIndices(primitive) || needed_vertex_bytes > GetRemainingSize()))
|
||||
{
|
||||
Flush();
|
||||
|
||||
if (count > m_index_generator.GetRemainingIndices())
|
||||
if (count > m_index_generator.GetRemainingIndices(primitive))
|
||||
{
|
||||
ERROR_LOG_FMT(VIDEO, "Too little remaining index values. Use 32-bit or reset them on flush.");
|
||||
}
|
||||
|
@ -193,7 +193,55 @@ u32 VertexManagerBase::GetRemainingIndices(OpcodeDecoder::Primitive primitive) c
|
|||
{
|
||||
const u32 index_len = MAXIBUFFERSIZE - m_index_generator.GetIndexLen();
|
||||
|
||||
if (g_Config.backend_info.bSupportsPrimitiveRestart)
|
||||
if (primitive >= Primitive::GX_DRAW_LINES)
|
||||
{
|
||||
if (g_Config.UseVSForLinePointExpand())
|
||||
{
|
||||
if (g_Config.backend_info.bSupportsPrimitiveRestart)
|
||||
{
|
||||
switch (primitive)
|
||||
{
|
||||
case Primitive::GX_DRAW_LINES:
|
||||
return index_len / 5 * 2;
|
||||
case Primitive::GX_DRAW_LINE_STRIP:
|
||||
return index_len / 5 + 1;
|
||||
case Primitive::GX_DRAW_POINTS:
|
||||
return index_len / 5;
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (primitive)
|
||||
{
|
||||
case Primitive::GX_DRAW_LINES:
|
||||
return index_len / 6 * 2;
|
||||
case Primitive::GX_DRAW_LINE_STRIP:
|
||||
return index_len / 6 + 1;
|
||||
case Primitive::GX_DRAW_POINTS:
|
||||
return index_len / 6;
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (primitive)
|
||||
{
|
||||
case Primitive::GX_DRAW_LINES:
|
||||
return index_len;
|
||||
case Primitive::GX_DRAW_LINE_STRIP:
|
||||
return index_len / 2 + 1;
|
||||
case Primitive::GX_DRAW_POINTS:
|
||||
return index_len;
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (g_Config.backend_info.bSupportsPrimitiveRestart)
|
||||
{
|
||||
switch (primitive)
|
||||
{
|
||||
|
@ -206,15 +254,6 @@ u32 VertexManagerBase::GetRemainingIndices(OpcodeDecoder::Primitive primitive) c
|
|||
return index_len / 1 - 1;
|
||||
case Primitive::GX_DRAW_TRIANGLE_FAN:
|
||||
return index_len / 6 * 4 + 1;
|
||||
|
||||
case Primitive::GX_DRAW_LINES:
|
||||
return index_len;
|
||||
case Primitive::GX_DRAW_LINE_STRIP:
|
||||
return index_len / 2 + 1;
|
||||
|
||||
case Primitive::GX_DRAW_POINTS:
|
||||
return index_len;
|
||||
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
|
@ -232,15 +271,6 @@ u32 VertexManagerBase::GetRemainingIndices(OpcodeDecoder::Primitive primitive) c
|
|||
return index_len / 3 + 2;
|
||||
case Primitive::GX_DRAW_TRIANGLE_FAN:
|
||||
return index_len / 3 + 2;
|
||||
|
||||
case Primitive::GX_DRAW_LINES:
|
||||
return index_len;
|
||||
case Primitive::GX_DRAW_LINE_STRIP:
|
||||
return index_len / 2 + 1;
|
||||
|
||||
case Primitive::GX_DRAW_POINTS:
|
||||
return index_len;
|
||||
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
|
@ -511,13 +541,24 @@ void VertexManagerBase::Flush()
|
|||
VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride(), num_indices,
|
||||
&base_vertex, &base_index);
|
||||
|
||||
if (g_ActiveConfig.backend_info.api_type != APIType::D3D &&
|
||||
g_ActiveConfig.UseVSForLinePointExpand() &&
|
||||
(m_current_primitive_type == PrimitiveType::Points ||
|
||||
m_current_primitive_type == PrimitiveType::Lines))
|
||||
{
|
||||
// VS point/line expansion puts the vertex id at gl_VertexID << 2
|
||||
// That means the base vertex has to be adjusted to match
|
||||
// (The shader adds this after shifting right on D3D, so no need to do this)
|
||||
base_vertex <<= 2;
|
||||
}
|
||||
|
||||
// Texture loading can cause palettes to be applied (-> uniforms -> draws).
|
||||
// Palette application does not use vertices, only a full-screen quad, so this is okay.
|
||||
// Same with GPU texture decoding, which uses compute shaders.
|
||||
g_texture_cache->BindTextures(used_textures);
|
||||
|
||||
// Now we can upload uniforms, as nothing else will override them.
|
||||
GeometryShaderManager::SetConstants();
|
||||
GeometryShaderManager::SetConstants(m_current_primitive_type);
|
||||
PixelShaderManager::SetConstants();
|
||||
UploadUniforms();
|
||||
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
#include "Common/Assert.h"
|
||||
#include "Common/CommonTypes.h"
|
||||
#include "VideoCommon/BPMemory.h"
|
||||
#include "VideoCommon/ConstantManager.h"
|
||||
#include "VideoCommon/LightingShaderGen.h"
|
||||
#include "VideoCommon/NativeVertexFormat.h"
|
||||
#include "VideoCommon/VertexLoaderManager.h"
|
||||
|
@ -83,6 +84,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
const bool ssaa = host_config.ssaa;
|
||||
const bool vertex_rounding = host_config.vertex_rounding;
|
||||
|
||||
ShaderCode input_extract;
|
||||
|
||||
out.Write("{}", s_lighting_struct);
|
||||
|
||||
// uniforms
|
||||
|
@ -91,6 +94,21 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
out.Write("{}", s_shader_uniforms);
|
||||
out.Write("}};\n");
|
||||
|
||||
if (uid_data->vs_expand != VSExpand::None)
|
||||
{
|
||||
out.Write("UBO_BINDING(std140, 3) uniform GSBlock {{\n");
|
||||
out.Write("{}", s_geometry_shader_uniforms);
|
||||
out.Write("}};\n");
|
||||
|
||||
if (api_type == APIType::D3D)
|
||||
{
|
||||
// D3D doesn't include the base vertex in SV_VertexID
|
||||
out.Write("UBO_BINDING(std140, 4) uniform DX_Constants {{\n"
|
||||
" uint base_vertex;\n"
|
||||
"}};\n\n");
|
||||
}
|
||||
}
|
||||
|
||||
out.Write("struct VS_OUTPUT {{\n");
|
||||
GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, "",
|
||||
ShaderStage::Vertex);
|
||||
|
@ -98,31 +116,114 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
|
||||
WriteIsNanHeader(out, api_type);
|
||||
|
||||
out.Write("ATTRIBUTE_LOCATION({}) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
|
||||
if ((uid_data->components & VB_HAS_POSMTXIDX) != 0)
|
||||
out.Write("ATTRIBUTE_LOCATION({}) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB);
|
||||
if ((uid_data->components & VB_HAS_NORMAL) != 0)
|
||||
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnormal;\n", SHADER_NORMAL_ATTRIB);
|
||||
if ((uid_data->components & VB_HAS_TANGENT) != 0)
|
||||
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawtangent;\n", SHADER_TANGENT_ATTRIB);
|
||||
if ((uid_data->components & VB_HAS_BINORMAL) != 0)
|
||||
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawbinormal;\n", SHADER_BINORMAL_ATTRIB);
|
||||
|
||||
if ((uid_data->components & VB_HAS_COL0) != 0)
|
||||
out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB);
|
||||
if ((uid_data->components & VB_HAS_COL1) != 0)
|
||||
out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB);
|
||||
|
||||
for (u32 i = 0; i < 8; ++i)
|
||||
if (uid_data->vs_expand == VSExpand::None)
|
||||
{
|
||||
const u32 has_texmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
|
||||
out.Write("ATTRIBUTE_LOCATION({}) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
|
||||
if ((uid_data->components & VB_HAS_POSMTXIDX) != 0)
|
||||
out.Write("ATTRIBUTE_LOCATION({}) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB);
|
||||
if ((uid_data->components & VB_HAS_NORMAL) != 0)
|
||||
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnormal;\n", SHADER_NORMAL_ATTRIB);
|
||||
if ((uid_data->components & VB_HAS_TANGENT) != 0)
|
||||
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawtangent;\n", SHADER_TANGENT_ATTRIB);
|
||||
if ((uid_data->components & VB_HAS_BINORMAL) != 0)
|
||||
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawbinormal;\n", SHADER_BINORMAL_ATTRIB);
|
||||
|
||||
if ((uid_data->components & (VB_HAS_UV0 << i)) != 0 || has_texmtx != 0)
|
||||
if ((uid_data->components & VB_HAS_COL0) != 0)
|
||||
out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB);
|
||||
if ((uid_data->components & VB_HAS_COL1) != 0)
|
||||
out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB);
|
||||
|
||||
for (u32 i = 0; i < 8; ++i)
|
||||
{
|
||||
out.Write("ATTRIBUTE_LOCATION({}) in float{} rawtex{};\n", SHADER_TEXTURE0_ATTRIB + i,
|
||||
has_texmtx != 0 ? 3 : 2, i);
|
||||
const u32 has_texmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
|
||||
|
||||
if ((uid_data->components & (VB_HAS_UV0 << i)) != 0 || has_texmtx != 0)
|
||||
{
|
||||
out.Write("ATTRIBUTE_LOCATION({}) in float{} rawtex{};\n", SHADER_TEXTURE0_ATTRIB + i,
|
||||
has_texmtx != 0 ? 3 : 2, i);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Can't use float3, etc because we want 4-byte alignment
|
||||
out.Write(
|
||||
"uint4 unpack_ubyte4(uint value) {{\n"
|
||||
" return uint4(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, value >> 24);\n"
|
||||
"}}\n\n"
|
||||
"struct InputData {{\n");
|
||||
if (uid_data->components & VB_HAS_POSMTXIDX)
|
||||
{
|
||||
out.Write(" uint posmtx;\n");
|
||||
input_extract.Write("uint4 posmtx = unpack_ubyte4(i.posmtx);\n");
|
||||
}
|
||||
if (uid_data->position_has_3_elems)
|
||||
{
|
||||
out.Write(" float pos0;\n"
|
||||
" float pos1;\n"
|
||||
" float pos2;\n");
|
||||
input_extract.Write("float4 rawpos = float4(i.pos0, i.pos1, i.pos2, 1.0f);\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write(" float pos0;\n"
|
||||
" float pos1;\n");
|
||||
input_extract.Write("float4 rawpos = float4(i.pos0, i.pos1, 0.0f, 1.0f);\n");
|
||||
}
|
||||
std::array<std::string_view, 3> names = {"normal", "binormal", "tangent"};
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
if (uid_data->components & (VB_HAS_NORMAL << i))
|
||||
{
|
||||
out.Write(" float {0}0;\n"
|
||||
" float {0}1;\n"
|
||||
" float {0}2;\n",
|
||||
names[i]);
|
||||
input_extract.Write("float3 raw{0} = float3(i.{0}0, i.{0}1, i.{0}2);\n", names[i]);
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (uid_data->components & (VB_HAS_COL0 << i))
|
||||
{
|
||||
out.Write(" uint color{};\n", i);
|
||||
input_extract.Write("float4 rawcolor{0} = float4(unpack_ubyte4(i.color{0})) / 255.0f;\n",
|
||||
i);
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
if (uid_data->components & (VB_HAS_UV0 << i))
|
||||
{
|
||||
u32 ncomponents = (uid_data->texcoord_elem_count >> (2 * i)) & 3;
|
||||
if (ncomponents < 2)
|
||||
{
|
||||
out.Write(" float tex{};\n", i);
|
||||
input_extract.Write("float3 rawtex{0} = float3(i.tex{0}, 0.0f, 0.0f);\n", i);
|
||||
}
|
||||
else if (ncomponents == 2)
|
||||
{
|
||||
out.Write(" float tex{0}_0;\n"
|
||||
" float tex{0}_1;\n",
|
||||
i);
|
||||
input_extract.Write("float3 rawtex{0} = float3(i.tex{0}_0, i.tex{0}_1, 0.0f);\n", i);
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write(" float tex{0}_0;\n"
|
||||
" float tex{0}_1;\n"
|
||||
" float tex{0}_2;\n",
|
||||
i);
|
||||
input_extract.Write("float3 rawtex{0} = float3(i.tex{0}_0, i.tex{0}_1, i.tex{0}_2);\n",
|
||||
i);
|
||||
}
|
||||
}
|
||||
}
|
||||
out.Write("}};\n\n"
|
||||
"SSBO_BINDING(1) readonly restrict buffer InputBuffer {{\n"
|
||||
" InputData input_buffer[];\n"
|
||||
"}};\n\n");
|
||||
}
|
||||
|
||||
if (host_config.backend_geometry_shaders)
|
||||
{
|
||||
|
@ -161,6 +262,21 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
|
||||
out.Write("void main()\n{{\n");
|
||||
|
||||
if (uid_data->vs_expand != VSExpand::None)
|
||||
{
|
||||
out.Write("bool is_bottom = (gl_VertexID & 2) != 0;\n"
|
||||
"bool is_right = (gl_VertexID & 1) != 0;\n");
|
||||
// D3D doesn't include the base vertex in SV_VertexID
|
||||
// See comment in UberShaderVertex for details
|
||||
if (api_type == APIType::D3D)
|
||||
out.Write("uint vertex_id = (gl_VertexID >> 2) + base_vertex;\n");
|
||||
else
|
||||
out.Write("uint vertex_id = gl_VertexID >> 2;\n");
|
||||
out.Write("InputData i = input_buffer[vertex_id];\n"
|
||||
"{}",
|
||||
input_extract.GetBuffer());
|
||||
}
|
||||
|
||||
out.Write("VS_OUTPUT o;\n");
|
||||
|
||||
// xfmem.numColorChans controls the number of color channels available to TEV, but we still need
|
||||
|
@ -403,6 +519,86 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
out.Write("}}\n");
|
||||
}
|
||||
|
||||
if (uid_data->vs_expand == VSExpand::Line)
|
||||
{
|
||||
out.Write("// Line expansion\n"
|
||||
"uint other_id = vertex_id;\n"
|
||||
"if (is_bottom) {{\n"
|
||||
" other_id -= 1;\n"
|
||||
"}} else {{\n"
|
||||
" other_id += 1;\n"
|
||||
"}}\n"
|
||||
"InputData other = input_buffer[other_id];\n");
|
||||
if (uid_data->position_has_3_elems)
|
||||
out.Write("float4 other_pos = float4(other.pos0, other.pos1, other.pos2, 1.0f);\n");
|
||||
else
|
||||
out.Write("float4 other_pos = float4(other.pos0, other.pos1, 0.0f, 1.0f);\n");
|
||||
if (uid_data->components & VB_HAS_POSMTXIDX)
|
||||
{
|
||||
out.Write("uint other_posidx = other.posmtx & 0xff;\n"
|
||||
"float4 other_p0 = " I_TRANSFORMMATRICES "[other_posidx];\n"
|
||||
"float4 other_p1 = " I_TRANSFORMMATRICES "[other_posidx + 1];\n"
|
||||
"float4 other_p2 = " I_TRANSFORMMATRICES "[other_posidx + 2];\n"
|
||||
"other_pos = float4(dot(other_p0, other_pos), dot(other_p1, other_pos), "
|
||||
"dot(other_p2, other_pos), 1.0f);\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write("other_pos = float4(dot(P0, other_pos), dot(P1, other_pos), dot(P2, other_pos), "
|
||||
"1.0f);\n");
|
||||
}
|
||||
out.Write("other_pos = float4(dot(" I_PROJECTION "[0], other_pos), dot(" I_PROJECTION
|
||||
"[1], other_pos), dot(" I_PROJECTION "[2], other_pos), dot(" I_PROJECTION
|
||||
"[3], other_pos));\n"
|
||||
"float expand_sign = is_right ? 1.0f : -1.0f;\n"
|
||||
"float2 offset;\n"
|
||||
"float2 to = abs(o.pos.xy / o.pos.w - other_pos.xy / other_pos.w);\n"
|
||||
// FIXME: What does real hardware do when line is at a 45-degree angle?
|
||||
// FIXME: Lines aren't drawn at the correct width. See Twilight Princess map.
|
||||
"if (" I_LINEPTPARAMS ".y * to.y > " I_LINEPTPARAMS ".x * to.x) {{\n"
|
||||
// Line is more tall. Extend geometry left and right.
|
||||
// Lerp LineWidth/2 from [0..VpWidth] to [-1..1]
|
||||
" offset = float2(expand_sign * " I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".x, 0);\n"
|
||||
"}} else {{\n"
|
||||
// Line is more wide. Extend geometry up and down.
|
||||
// Lerp LineWidth/2 from [0..VpHeight] to [1..-1]
|
||||
" offset = float2(0, expand_sign * " I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".y);\n"
|
||||
"}}\n"
|
||||
"\n"
|
||||
"o.pos.xy += offset * o.pos.w;\n");
|
||||
if (uid_data->numTexGens > 0)
|
||||
{
|
||||
out.Write("if ((" I_TEXOFFSET "[2] != 0) && is_right) {{\n"
|
||||
" float texOffset = 1.0 / float(" I_TEXOFFSET "[2]);\n");
|
||||
for (u32 i = 0; i < uid_data->numTexGens; i++)
|
||||
{
|
||||
out.Write(" if (((" I_TEXOFFSET "[0] >> {}) & 0x1) != 0)\n", i);
|
||||
out.Write(" o.tex{}.x += texOffset;\n", i);
|
||||
}
|
||||
out.Write("}}\n");
|
||||
}
|
||||
}
|
||||
else if (uid_data->vs_expand == VSExpand::Point)
|
||||
{
|
||||
out.Write("// Point expansion\n"
|
||||
"float2 expand_sign = float2(is_right ? 1.0f : -1.0f, is_bottom ? 1.0f : -1.0f);\n"
|
||||
"float2 offset = expand_sign * " I_LINEPTPARAMS ".ww / " I_LINEPTPARAMS ".xy;\n"
|
||||
"o.pos.xy += offset * o.pos.w;\n");
|
||||
if (uid_data->numTexGens > 0)
|
||||
{
|
||||
out.Write("if (" I_TEXOFFSET "[3] != 0) {{\n"
|
||||
" float texOffsetMagnitude = 1.0f / float(" I_TEXOFFSET "[3]);\n"
|
||||
" float2 texOffset = float2(is_right ? texOffsetMagnitude : 0.0f, "
|
||||
"is_bottom ? texOffsetMagnitude : 0.0f);");
|
||||
for (u32 i = 0; i < uid_data->numTexGens; i++)
|
||||
{
|
||||
out.Write(" if (((" I_TEXOFFSET "[1] >> {}) & 0x1) != 0)\n", i);
|
||||
out.Write(" o.tex{}.xy += texOffset;\n", i);
|
||||
}
|
||||
out.Write("}}\n");
|
||||
}
|
||||
}
|
||||
|
||||
if (per_pixel_lighting)
|
||||
{
|
||||
// When per-pixel lighting is enabled, the vertex colors are passed through
|
||||
|
|
|
@ -11,6 +11,7 @@ enum class APIType;
|
|||
enum class TexInputForm : u32;
|
||||
enum class TexGenType : u32;
|
||||
enum class SourceRow : u32;
|
||||
enum class VSExpand : u32;
|
||||
|
||||
// TODO should be reordered
|
||||
enum : int
|
||||
|
@ -42,10 +43,12 @@ struct vertex_shader_uid_data
|
|||
u32 numTexGens : 4;
|
||||
u32 numColorChans : 2;
|
||||
u32 dualTexTrans_enabled : 1;
|
||||
VSExpand vs_expand : 2;
|
||||
u32 position_has_3_elems : 1;
|
||||
|
||||
u32 texMtxInfo_n_projection : 16; // Stored separately to guarantee that the texMtxInfo struct is
|
||||
// 8 bits wide
|
||||
u32 pad : 18;
|
||||
u16 texcoord_elem_count; // 2 bits per texcoord input
|
||||
u16 texMtxInfo_n_projection; // Stored separately to guarantee that the texMtxInfo struct is
|
||||
// 8 bits wide
|
||||
|
||||
struct
|
||||
{
|
||||
|
|
|
@ -222,9 +222,16 @@ struct VideoConfig final
|
|||
bool bSupportsSettingObjectNames = false;
|
||||
bool bSupportsPartialMultisampleResolve = false;
|
||||
bool bSupportsDynamicVertexLoader = false;
|
||||
bool bSupportsVSLinePointExpand = false;
|
||||
} backend_info;
|
||||
|
||||
// Utility
|
||||
bool UseVSForLinePointExpand() const
|
||||
{
|
||||
if (!backend_info.bSupportsVSLinePointExpand)
|
||||
return false;
|
||||
return !backend_info.bSupportsGeometryShaders;
|
||||
}
|
||||
bool MultisamplingEnabled() const { return iMultisamples > 1; }
|
||||
bool ExclusiveFullscreenEnabled() const
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue