Merge pull request #1716 from Armada651/geom-wireframe
VideoCommon: Handle wireframe mode in the geometry shader.
This commit is contained in:
commit
a560d8f150
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@ -407,7 +407,7 @@ ID3D11RasterizerState* StateCache::Get(RasterizerState state)
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if (it != m_raster.end())
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return it->second;
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D3D11_RASTERIZER_DESC rastdc = CD3D11_RASTERIZER_DESC(state.wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID,
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D3D11_RASTERIZER_DESC rastdc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID,
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state.cull_mode,
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false, 0, 0.f, 0, true, true, false, false);
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@ -22,7 +22,6 @@ namespace DX11
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union RasterizerState
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{
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BitField<0, 2, D3D11_CULL_MODE> cull_mode;
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BitField<2, 1, u32> wireframe;
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u32 packed;
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};
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@ -211,7 +211,7 @@ bool GeometryShaderCache::SetShader(u32 primitive_type)
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last_uid = uid;
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// Check if the shader is a pass-through shader
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if (IsPassthroughGeometryShader(uid))
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if (uid.GetUidData()->IsPassthrough())
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{
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// Return the default pass-through shader
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last_entry = &pass_entry;
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@ -255,7 +255,6 @@ Renderer::Renderer(void *&window_handle)
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gx_state.zmode.func = ZMode::NEVER;
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gx_state.raster.cull_mode = D3D11_CULL_NONE;
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gx_state.raster.wireframe = false;
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// Clear EFB textures
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float ClearColor[4] = { 0.f, 0.f, 0.f, 1.f };
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@ -1084,10 +1083,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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{
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gx_state.blend.use_dst_alpha = bUseDstAlpha;
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D3D::stateman->PushBlendState(gx_state_cache.Get(gx_state.blend));
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D3D::stateman->PushDepthState(gx_state_cache.Get(gx_state.zmode));
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gx_state.raster.wireframe = g_ActiveConfig.bWireFrame;
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D3D::stateman->PushRasterizerState(gx_state_cache.Get(gx_state.raster));
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for (unsigned int stage = 0; stage < 8; stage++)
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@ -211,7 +211,7 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components
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ShaderCode gcode;
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GenerateVertexShaderCode(vcode, components, API_OPENGL);
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GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders && !IsPassthroughGeometryShader(uid.guid))
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders && !uid.guid.GetUidData()->IsPassthrough())
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GenerateGeometryShaderCode(gcode, primitive_type, API_OPENGL);
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if (g_ActiveConfig.bEnableShaderDebugging)
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@ -1790,9 +1790,6 @@ void Renderer::RestoreAPIState()
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SetLogicOpMode();
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SetViewport();
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if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
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glPolygonMode(GL_FRONT_AND_BACK, g_ActiveConfig.bWireFrame ? GL_LINE : GL_FILL);
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VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
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glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
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if (vm->m_last_vao)
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@ -7,7 +7,6 @@
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#include "VideoCommon/BPMemory.h"
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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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@ -27,7 +26,8 @@ static const char* primitives_d3d[] =
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"triangle"
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};
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template<class T> static inline void EmitVertex(T& out, const char* vertex, API_TYPE ApiType);
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template<class T> static inline void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_vertex = false);
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template<class T> static inline void EndPrimitive(T& out, API_TYPE ApiType);
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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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@ -46,7 +46,11 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
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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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const unsigned int vertex_out = primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4;
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unsigned int vertex_out = primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4;
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uid_data->wireframe = g_ActiveConfig.bWireFrame;
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if (g_ActiveConfig.bWireFrame)
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vertex_out++;
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uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
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if (ApiType == API_OPENGL)
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@ -55,12 +59,12 @@ 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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{
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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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out.Write("layout(triangle_strip, max_vertices = %d) out;\n", vertex_out);
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out.Write("layout(%s_strip, max_vertices = %d) out;\n", g_ActiveConfig.bWireFrame ? "line" : "triangle", vertex_out);
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}
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else
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{
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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.iStereoMode > 0 ? vertex_out * 2 : vertex_out);
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out.Write("layout(%s_strip, max_vertices = %d) out;\n", g_ActiveConfig.bWireFrame ? "line" : "triangle", g_ActiveConfig.iStereoMode > 0 ? vertex_out * 2 : vertex_out);
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}
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}
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@ -114,12 +118,12 @@ 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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{
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out.Write("[maxvertexcount(%d)]\n[instance(%d)]\n", vertex_out, g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
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out.Write("void main(%s VS_OUTPUT o[%d], inout TriangleStream<VertexData> output, in uint InstanceID : SV_GSInstanceID)\n{\n", primitives_d3d[primitive_type], vertex_in);
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out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output, in uint InstanceID : SV_GSInstanceID)\n{\n", primitives_d3d[primitive_type], vertex_in, g_ActiveConfig.bWireFrame ? "Line" : "Triangle");
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}
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else
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{
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out.Write("[maxvertexcount(%d)]\n", g_ActiveConfig.iStereoMode > 0 ? vertex_out * 2 : vertex_out);
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out.Write("void main(%s VS_OUTPUT o[%d], inout TriangleStream<VertexData> output)\n{\n", primitives_d3d[primitive_type], vertex_in);
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out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output)\n{\n", primitives_d3d[primitive_type], vertex_in, g_ActiveConfig.bWireFrame ? "Line" : "Triangle");
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}
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out.Write("\tVertexData ps;\n");
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@ -178,6 +182,9 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
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out.Write("\tfor (int eye = 0; eye < 2; ++eye) {\n");
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}
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if (g_ActiveConfig.bWireFrame)
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out.Write("\tVS_OUTPUT first;\n");
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out.Write("\tfor (int i = 0; i < %d; ++i) {\n", vertex_in);
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if (ApiType == API_OPENGL)
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@ -221,7 +228,7 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
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}
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out.Write("\t}\n");
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EmitVertex<T>(out, "l", ApiType);
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EmitVertex<T>(out, "l", ApiType, true);
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EmitVertex<T>(out, "r", ApiType);
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}
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else if (primitive_type == PRIMITIVE_POINTS)
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@ -249,22 +256,19 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
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}
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out.Write("\t}\n");
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EmitVertex<T>(out, "ll", ApiType);
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EmitVertex<T>(out, "ll", ApiType, true);
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EmitVertex<T>(out, "lr", ApiType);
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EmitVertex<T>(out, "ul", ApiType);
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EmitVertex<T>(out, "ur", ApiType);
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}
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else
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{
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EmitVertex<T>(out, "f", ApiType);
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EmitVertex<T>(out, "f", ApiType, true);
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}
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out.Write("\t}\n");
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if (ApiType == API_OPENGL)
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out.Write("\tEndPrimitive();\n");
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else
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out.Write("\toutput.RestartStrip();\n");
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EndPrimitive<T>(out, ApiType);
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if (g_ActiveConfig.iStereoMode > 0 && !g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("\t}\n");
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@ -279,8 +283,11 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
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}
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template<class T>
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static inline void EmitVertex(T& out, const char* vertex, API_TYPE ApiType)
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static inline void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_vertex)
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{
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if (g_ActiveConfig.bWireFrame && first_vertex)
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out.Write("\tif (i == 0) first = %s;\n", vertex);
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if (ApiType == API_OPENGL)
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out.Write("\tgl_Position = %s.pos;\n", vertex);
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@ -291,6 +298,17 @@ static inline void EmitVertex(T& out, const char* vertex, API_TYPE ApiType)
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else
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out.Write("\toutput.Append(ps);\n");
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}
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template<class T>
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static inline void EndPrimitive(T& out, API_TYPE ApiType)
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{
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if (g_ActiveConfig.bWireFrame)
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EmitVertex<T>(out, "first", ApiType);
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if (ApiType == API_OPENGL)
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out.Write("\tEndPrimitive();\n");
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else
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out.Write("\toutput.RestartStrip();\n");
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}
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void GetGeometryShaderUid(GeometryShaderUid& object, u32 primitive_type, API_TYPE ApiType)
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{
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@ -301,9 +319,3 @@ void GenerateGeometryShaderCode(ShaderCode& object, u32 primitive_type, API_TYPE
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{
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GenerateGeometryShader<ShaderCode>(object, primitive_type, ApiType);
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}
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bool IsPassthroughGeometryShader(GeometryShaderUid& object)
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{
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geometry_shader_uid_data* uid_data = object.GetUidData<geometry_shader_uid_data>();
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return uid_data->primitive_type == PRIMITIVE_TRIANGLES && !uid_data->stereo;
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}
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@ -5,6 +5,7 @@
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#pragma once
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#include "VideoCommon/ShaderGenCommon.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoCommon.h"
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#pragma pack(1)
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@ -12,11 +13,13 @@
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struct geometry_shader_uid_data
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{
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u32 NumValues() const { return sizeof(geometry_shader_uid_data); }
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bool IsPassthrough() const { return primitive_type == PRIMITIVE_TRIANGLES && !stereo && !wireframe; }
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u32 stereo : 1;
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u32 numTexGens : 4;
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u32 pixel_lighting : 1;
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u32 primitive_type : 2;
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u32 wireframe : 1;
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};
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#pragma pack()
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@ -25,4 +28,3 @@ typedef ShaderUid<geometry_shader_uid_data> GeometryShaderUid;
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void GenerateGeometryShaderCode(ShaderCode& object, u32 primitive_type, API_TYPE ApiType);
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void GetGeometryShaderUid(GeometryShaderUid& object, u32 primitive_type, API_TYPE ApiType);
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bool IsPassthroughGeometryShader(GeometryShaderUid& object);
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