ShaderGen: Remove the GS_OUTPUT struct for OpenGL.

And remove the generator for it since it is no longer used outside of the geometry shader.
This commit is contained in:
Jules Blok 2014-12-03 22:35:34 +01:00
parent fd6b588627
commit cec5b0ce01
3 changed files with 27 additions and 29 deletions

View File

@ -53,17 +53,22 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
GenerateVSOutputStruct<T>(out, ApiType);
GenerateGSOutputStruct<T>(out, ApiType);
if (ApiType == API_OPENGL)
{
out.Write("centroid in VS_OUTPUT o[3];\n");
out.Write("centroid out GS_OUTPUT gs;\n");
out.Write("centroid out VS_OUTPUT vs;\n");
out.Write("flat out int layer;\n");
out.Write("void main()\n{\n");
}
else // D3D
{
out.Write("struct GS_OUTPUT {\n");
out.Write("\tVS_OUTPUT vs;\n");
out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n");
out.Write("};\n");
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
{
out.Write("[maxvertexcount(3)]\n[instance(%d)]\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
@ -85,19 +90,23 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
{
if (ApiType == API_OPENGL)
out.Write("\tint layer = gl_InvocationID;\n");
out.Write("\tint eye = gl_InvocationID;\n");
else
out.Write("\tint layer = InstanceID;\n");
out.Write("\tint eye = InstanceID;\n");
}
else
out.Write("\tfor (int layer = 0; layer < %d; ++layer) {\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
out.Write("\tfor (int eye = 0; eye < %d; ++eye) {\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
out.Write("\tfor (int i = 0; i < 3; ++i) {\n");
// Select the output layer
out.Write("\t\tgs.layer = layer;\n");
if (ApiType == API_OPENGL)
out.Write("\t\tgl_Layer = layer;\n");
{
out.Write("\t\tgl_Layer = eye;\n");
out.Write("\t\tlayer = eye;\n");
}
else
out.Write("\t\tgs.layer = eye;\n");
out.Write("\t\tf = o[i];\n");
out.Write("\t\tfloat4 pos = o[i].pos;\n");
@ -111,8 +120,8 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
// 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("\t\tf.clipPos.x = o[i].clipPos.x + " I_STEREOPARAMS"[layer] * (o[i].clipPos.w - " I_STEREOPARAMS"[2]);\n");
out.Write("\t\tpos.x = o[i].pos.x + " I_STEREOPARAMS"[layer] * (o[i].pos.w - " I_STEREOPARAMS"[2]);\n");
out.Write("\t\tf.clipPos.x = o[i].clipPos.x + " I_STEREOPARAMS"[eye] * (o[i].clipPos.w - " I_STEREOPARAMS"[2]);\n");
out.Write("\t\tpos.x = o[i].pos.x + " I_STEREOPARAMS"[eye] * (o[i].pos.w - " I_STEREOPARAMS"[2]);\n");
}
out.Write("\t\tf.pos.x = pos.x;\n");
@ -120,7 +129,7 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
if (ApiType == API_OPENGL)
out.Write("\t\tgl_Position = pos;\n");
out.Write("\t\tgs.vs = f;\n");
out.Write("\t\t%s = f;\n", (ApiType == API_OPENGL) ? "vs" : "gs.vs");
if (ApiType == API_OPENGL)
out.Write("\t\tEmitVertex();\n");

View File

@ -265,7 +265,6 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
}
GenerateVSOutputStruct<T>(out, ApiType);
GenerateGSOutputStruct<T>(out, ApiType);
const bool forced_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ && bpmem.UseEarlyDepthTest() && (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED);
const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) || (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z);
@ -320,7 +319,8 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
if (g_ActiveConfig.iStereoMode > 0)
{
out.Write("centroid in GS_OUTPUT gs;\n");
out.Write("centroid in VS_OUTPUT vs;\n");
out.Write("flat in int layer;\n");
}
else
{
@ -348,19 +348,19 @@ 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 = gs.vs.tex%d;\n", i, i);
out.Write("\tfloat3 uv%d = vs.tex%d;\n", i, i);
}
out.Write("\tfloat4 clipPos = gs.vs.clipPos;\n");
out.Write("\tfloat4 clipPos = vs.clipPos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
{
out.Write("\tfloat4 Normal = gs.vs.Normal;\n");
out.Write("\tfloat4 Normal = vs.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 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "gs.vs.colors_0" : "colors_02");
out.Write("\tfloat4 colors_1 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "gs.vs.colors_1" : "colors_12");
out.Write("\tfloat4 colors_0 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "vs.colors_0" : "colors_02");
out.Write("\tfloat4 colors_1 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "vs.colors_1" : "colors_12");
out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
}
@ -943,7 +943,7 @@ static inline void SampleTexture(T& out, const char *texcoords, const char *texs
if (ApiType == API_D3D)
out.Write("iround(255.0 * Tex%d.Sample(samp%d, float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texmap, texcoords, texmap, g_ActiveConfig.iStereoMode > 0 ? "layer" : "0.0", texswap);
else
out.Write("iround(255.0 * texture(samp%d, float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texcoords, texmap, g_ActiveConfig.iStereoMode > 0 ? "gs.layer" : "0.0", texswap);
out.Write("iround(255.0 * texture(samp%d, float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texcoords, texmap, g_ActiveConfig.iStereoMode > 0 ? "layer" : "0.0", texswap);
}
static const char *tevAlphaFuncsTable[] =

View File

@ -258,17 +258,6 @@ static inline void GenerateVSOutputStruct(T& object, API_TYPE api_type)
object.Write("};\n");
}
template<class T>
static inline void GenerateGSOutputStruct(T& object, API_TYPE api_type)
{
object.Write("struct GS_OUTPUT {\n");
DefineOutputStructMember(object, api_type, "VS_OUTPUT", "vs", -1, "");
DefineOutputStructMember(object, api_type, (api_type == API_OPENGL) ? "flat int" : "uint", "layer", -1, "SV_RenderTargetArrayIndex");
object.Write("};\n");
}
// Constant variable names
#define I_COLORS "color"
#define I_KCOLORS "k"