diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp index 3d478a6a4d..4a6b4dce55 100644 --- a/Source/Core/VideoCommon/GeometryShaderGen.cpp +++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp @@ -87,18 +87,24 @@ 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[%d];\n", vertex_in); - out.Write("centroid out VS_OUTPUT vs;\n"); + out.Write("in VertexData {\n"); + out.Write("\tcentroid VS_OUTPUT o;\n"); + out.Write("} vs[%d];\n", vertex_in); + + out.Write("out VertexData {\n"); + out.Write("\tcentroid VS_OUTPUT o;\n"); if (g_ActiveConfig.iStereoMode > 0) - out.Write("flat out int layer;\n"); + out.Write("\tflat int layer;\n"); + + out.Write("} ps;\n"); out.Write("void main()\n{\n"); } else // D3D { - out.Write("struct GS_OUTPUT {\n"); - out.Write("\tVS_OUTPUT vs;\n"); + out.Write("struct VertexData {\n"); + out.Write("\tVS_OUTPUT o;\n"); if (g_ActiveConfig.iStereoMode > 0) out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n"); @@ -108,25 +114,36 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A if (g_ActiveConfig.backend_info.bSupportsGSInstancing) { out.Write("[maxvertexcount(%d)]\n[instance(%d)]\n", vertex_out, g_ActiveConfig.iStereoMode > 0 ? 2 : 1); - out.Write("void main(%s VS_OUTPUT o[%d], inout TriangleStream output, in uint InstanceID : SV_GSInstanceID)\n{\n", primitives_d3d[primitive_type], vertex_in); + out.Write("void main(%s VS_OUTPUT o[%d], inout TriangleStream output, in uint InstanceID : SV_GSInstanceID)\n{\n", primitives_d3d[primitive_type], vertex_in); } else { out.Write("[maxvertexcount(%d)]\n", g_ActiveConfig.iStereoMode > 0 ? vertex_out * 2 : vertex_out); - out.Write("void main(%s VS_OUTPUT o[%d], inout TriangleStream output)\n{\n", primitives_d3d[primitive_type], vertex_in); + out.Write("void main(%s VS_OUTPUT o[%d], inout TriangleStream output)\n{\n", primitives_d3d[primitive_type], vertex_in); } - out.Write("\tGS_OUTPUT gs;\n"); + out.Write("\tVertexData ps;\n"); } if (primitive_type == PRIMITIVE_LINES) { + if (ApiType == API_OPENGL) + { + out.Write("\tVS_OUTPUT start = vs[0].o;\n"); + out.Write("\tVS_OUTPUT end = vs[1].o;\n"); + } + else + { + out.Write("\tVS_OUTPUT start = o[0];\n"); + out.Write("\tVS_OUTPUT end = o[1];\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. out.Write( "\tfloat2 offset;\n" - "\tfloat2 to = abs(o[1].pos.xy - o[0].pos.xy);\n" + "\tfloat2 to = abs(end.pos.xy - start.pos.xy);\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. "\tif (" I_LINEPTPARAMS".y * to.y > " I_LINEPTPARAMS".x * to.x) {\n" @@ -141,9 +158,14 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A } else if (primitive_type == PRIMITIVE_POINTS) { + if (ApiType == API_OPENGL) + out.Write("\tVS_OUTPUT point = vs[0].o;\n"); + else + out.Write("\tVS_OUTPUT point = o[0];\n"); + // Offset from center to upper right vertex // Lerp PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1] - out.Write("float2 offset = float2(" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".x, -" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".y) * o[0].pos.w;\n"); + out.Write("float2 offset = float2(" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".x, -" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".y) * point.pos.w;\n"); } if (g_ActiveConfig.iStereoMode > 0) @@ -157,20 +179,18 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A } out.Write("\tfor (int i = 0; i < %d; ++i) {\n", vertex_in); - out.Write("\tVS_OUTPUT f = o[i];\n"); + + if (ApiType == API_OPENGL) + out.Write("\tVS_OUTPUT f = vs[i].o;\n"); + else + out.Write("\tVS_OUTPUT f = o[i];\n"); if (g_ActiveConfig.iStereoMode > 0) { // Select the output layer + out.Write("\tps.layer = eye;\n"); if (ApiType == API_OPENGL) - { out.Write("\tgl_Layer = eye;\n"); - out.Write("\tlayer = eye;\n"); - } - else - { - out.Write("\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 @@ -179,8 +199,8 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A // the depth value. This results in objects at a distance smaller than the convergence // distance to seemingly appear in front of the screen. // This formula is based on page 13 of the "Nvidia 3D Vision Automatic, Best Practices Guide" - out.Write("\tf.clipPos.x += " I_STEREOPARAMS"[eye] * (o[i].clipPos.w - " I_STEREOPARAMS"[2]);\n"); - out.Write("\tf.pos.x += " I_STEREOPARAMS"[eye] * (o[i].pos.w - " I_STEREOPARAMS"[2]);\n"); + out.Write("\tf.clipPos.x += " I_STEREOPARAMS"[eye] * (f.clipPos.w - " I_STEREOPARAMS"[2]);\n"); + out.Write("\tf.pos.x += " I_STEREOPARAMS"[eye] * (f.pos.w - " I_STEREOPARAMS"[2]);\n"); } if (primitive_type == PRIMITIVE_LINES) @@ -264,12 +284,12 @@ static inline void EmitVertex(T& out, const char* vertex, API_TYPE ApiType) if (ApiType == API_OPENGL) out.Write("\tgl_Position = %s.pos;\n", vertex); - out.Write("\t%s = %s;\n", (ApiType == API_OPENGL) ? "vs" : "gs.vs", vertex); + out.Write("\tps.o = %s;\n", vertex); if (ApiType == API_OPENGL) out.Write("\tEmitVertex();\n"); else - out.Write("\toutput.Append(gs);\n"); + out.Write("\toutput.Append(ps);\n"); } void GetGeometryShaderUid(GeometryShaderUid& object, u32 primitive_type, API_TYPE ApiType) diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index 742f9c0a60..06d9893a71 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -316,11 +316,14 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T // As a workaround, we interpolate at the centroid of the coveraged pixel, which // is always inside the primitive. // Without MSAA, this flag is defined to have no effect. - out.Write("centroid in VS_OUTPUT vs;\n"); - uid_data->stereo = g_ActiveConfig.iStereoMode > 0; + out.Write("in VertexData {\n"); + out.Write("\tcentroid VS_OUTPUT o;\n"); + if (g_ActiveConfig.iStereoMode > 0) - out.Write("flat in int layer;\n"); + out.Write("\tflat int layer;\n"); + + out.Write("};\n"); out.Write("void main()\n{\n"); @@ -328,18 +331,18 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T // Let's set up attributes for (unsigned int i = 0; i < numTexgen; ++i) { - out.Write("\tfloat3 uv%d = vs.tex%d;\n", i, i); + out.Write("\tfloat3 uv%d = o.tex%d;\n", i, i); } - out.Write("\tfloat4 clipPos = vs.clipPos;\n"); + out.Write("\tfloat4 clipPos = o.clipPos;\n"); if (g_ActiveConfig.bEnablePixelLighting) { - out.Write("\tfloat4 Normal = vs.Normal;\n"); + out.Write("\tfloat4 Normal = o.Normal;\n"); } // On Mali, global variables must be initialized as constants. // This is why we initialize these variables locally instead. - out.Write("\tfloat4 colors_0 = vs.colors_0;\n"); - out.Write("\tfloat4 colors_1 = vs.colors_1;\n"); + out.Write("\tfloat4 colors_0 = o.colors_0;\n"); + out.Write("\tfloat4 colors_1 = o.colors_1;\n"); out.Write("\tfloat4 rawpos = gl_FragCoord;\n"); } diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp index 80e025386f..83fbddf2d9 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/VertexShaderGen.cpp @@ -72,7 +72,9 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, SHADER_TEXTURE0_ATTRIB + i); } - out.Write("centroid out VS_OUTPUT o;\n"); + out.Write("out VertexData {\n" + "\tcentroid VS_OUTPUT o;\n" + "};\n"); out.Write("void main()\n{\n"); }