ShaderGen: Add a stereoscopy flag in the UID data.

This commit is contained in:
Jules Blok 2014-10-28 19:27:05 +01:00
parent 4fe9ceeee2
commit b236c363de
4 changed files with 6 additions and 0 deletions

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@ -335,6 +335,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
// Without MSAA, this flag is defined to have no effect.
out.Write("centroid in VS_OUTPUT o;\n");
uid_data->stereo = g_ActiveConfig.bStereo;
if (g_ActiveConfig.bStereo)
out.Write("flat in int eye;\n");

View File

@ -119,6 +119,8 @@ struct pixel_shader_uid_data
// TODO: I think we're fine without an enablePixelLighting field, should probably double check, though..
LightingUidData lighting;
u32 stereo : 1;
};
#pragma pack()

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@ -219,6 +219,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
out.Write("o.pos = float4(dot(" I_PROJECTION"[0], pos), dot(" I_PROJECTION"[1], pos), dot(" I_PROJECTION"[2], pos), dot(" I_PROJECTION"[3], pos));\n");
uid_data->stereo = g_ActiveConfig.bStereo;
if (g_ActiveConfig.bStereo)
out.Write("o.rawpos = pos;\n");

View File

@ -56,6 +56,8 @@ struct vertex_shader_uid_data
} postMtxInfo[8];
LightingUidData lighting;
u32 stereo : 1;
};
#pragma pack()