ShaderGen: Add a stereoscopy flag in the UID data.
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@ -335,6 +335,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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// Without MSAA, this flag is defined to have no effect.
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// Without MSAA, this flag is defined to have no effect.
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out.Write("centroid in VS_OUTPUT o;\n");
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out.Write("centroid in VS_OUTPUT o;\n");
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uid_data->stereo = g_ActiveConfig.bStereo;
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if (g_ActiveConfig.bStereo)
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if (g_ActiveConfig.bStereo)
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out.Write("flat in int eye;\n");
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out.Write("flat in int eye;\n");
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@ -119,6 +119,8 @@ struct pixel_shader_uid_data
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// TODO: I think we're fine without an enablePixelLighting field, should probably double check, though..
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// TODO: I think we're fine without an enablePixelLighting field, should probably double check, though..
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LightingUidData lighting;
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LightingUidData lighting;
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u32 stereo : 1;
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};
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};
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#pragma pack()
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#pragma pack()
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@ -219,6 +219,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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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");
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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");
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uid_data->stereo = g_ActiveConfig.bStereo;
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if (g_ActiveConfig.bStereo)
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if (g_ActiveConfig.bStereo)
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out.Write("o.rawpos = pos;\n");
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out.Write("o.rawpos = pos;\n");
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@ -56,6 +56,8 @@ struct vertex_shader_uid_data
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} postMtxInfo[8];
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} postMtxInfo[8];
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LightingUidData lighting;
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LightingUidData lighting;
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u32 stereo : 1;
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};
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};
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#pragma pack()
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#pragma pack()
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