Merge pull request #10387 from Pokechu22/geometry-shader-always-write-layer

GeometryShaderGen: Write the layer for every vertex
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Pokechu22 2022-01-26 13:37:40 -08:00 committed by GitHub
commit ab5e71abf3
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 23 additions and 19 deletions

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@ -49,10 +49,10 @@ GeometryShaderUid GetGeometryShaderUid(PrimitiveType primitive_type)
static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
const geometry_shader_uid_data* uid_data, const char* vertex,
APIType api_type, bool wireframe, bool first_vertex = false);
APIType api_type, bool wireframe, bool stereo, bool first_vertex = false);
static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config,
const geometry_shader_uid_data* uid_data, APIType api_type,
bool wireframe);
const geometry_shader_uid_data* uid_data, APIType api_type, bool wireframe,
bool stereo);
ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig& host_config,
const geometry_shader_uid_data* uid_data)
@ -239,11 +239,6 @@ ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig&
if (stereo)
{
// Select the output layer
out.Write("\tps.layer = eye;\n");
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
out.Write("\tgl_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
// vertex which contains the negated z-component of the original vertex.
@ -273,8 +268,8 @@ ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig&
}
out.Write("\t}}\n");
EmitVertex(out, host_config, uid_data, "l", api_type, wireframe, true);
EmitVertex(out, host_config, uid_data, "r", api_type, wireframe);
EmitVertex(out, host_config, uid_data, "l", api_type, wireframe, stereo, true);
EmitVertex(out, host_config, uid_data, "r", api_type, wireframe, stereo);
}
else if (primitive_type == PrimitiveType::Points)
{
@ -302,19 +297,19 @@ ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig&
}
out.Write("\t}}\n");
EmitVertex(out, host_config, uid_data, "ll", api_type, wireframe, true);
EmitVertex(out, host_config, uid_data, "lr", api_type, wireframe);
EmitVertex(out, host_config, uid_data, "ul", api_type, wireframe);
EmitVertex(out, host_config, uid_data, "ur", api_type, wireframe);
EmitVertex(out, host_config, uid_data, "ll", api_type, wireframe, stereo, true);
EmitVertex(out, host_config, uid_data, "lr", api_type, wireframe, stereo);
EmitVertex(out, host_config, uid_data, "ul", api_type, wireframe, stereo);
EmitVertex(out, host_config, uid_data, "ur", api_type, wireframe, stereo);
}
else
{
EmitVertex(out, host_config, uid_data, "f", api_type, wireframe, true);
EmitVertex(out, host_config, uid_data, "f", api_type, wireframe, stereo, true);
}
out.Write("\t}}\n");
EndPrimitive(out, host_config, uid_data, api_type, wireframe);
EndPrimitive(out, host_config, uid_data, api_type, wireframe, stereo);
if (stereo && !host_config.backend_gs_instancing)
out.Write("\t}}\n");
@ -326,7 +321,7 @@ ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig&
static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
const geometry_shader_uid_data* uid_data, const char* vertex,
APIType api_type, bool wireframe, bool first_vertex)
APIType api_type, bool wireframe, bool stereo, bool first_vertex)
{
if (wireframe && first_vertex)
out.Write("\tif (i == 0) first = {};\n", vertex);
@ -351,6 +346,14 @@ static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
out.Write("\tps.o = {};\n", vertex);
}
if (stereo)
{
// Select the output layer
out.Write("\tps.layer = eye;\n");
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
out.Write("\tgl_Layer = eye;\n");
}
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
out.Write("\tEmitVertex();\n");
else
@ -358,10 +361,11 @@ static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
}
static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config,
const geometry_shader_uid_data* uid_data, APIType api_type, bool wireframe)
const geometry_shader_uid_data* uid_data, APIType api_type, bool wireframe,
bool stereo)
{
if (wireframe)
EmitVertex(out, host_config, uid_data, "first", api_type, wireframe);
EmitVertex(out, host_config, uid_data, "first", api_type, wireframe, stereo);
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
out.Write("\tEndPrimitive();\n");