GeometryShaderGen: Support stereoscopy on GPUs without support for instancing.
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176191dc16
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@ -547,7 +547,7 @@ void ProgramShaderCache::CreateHeader()
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, (g_ogl_config.bSupportSampleShading) ? "#extension GL_ARB_sample_shading : enable" : ""
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, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "#define SAMPLER_BINDING(x) layout(binding = x)" : "#define SAMPLER_BINDING(x)"
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, g_ActiveConfig.backend_info.bSupportsBBox ? "#extension GL_ARB_shader_storage_buffer_object : enable" : ""
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, (g_ogl_config.bSupportGSInvocation) ? "#extension GL_ARB_gpu_shader5 : enable" : ""
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, g_ActiveConfig.backend_info.bSupportsGSInstancing ? "#extension GL_ARB_gpu_shader5 : enable" : ""
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, v>=GLSLES_300 ? "precision highp float;" : ""
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, v>=GLSLES_300 ? "precision highp int;" : ""
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@ -476,6 +476,7 @@ Renderer::Renderer()
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((GLExtensions::Version() >= 310) || GLExtensions::Supports("GL_NV_primitive_restart"));
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g_Config.backend_info.bSupportsEarlyZ = GLExtensions::Supports("GL_ARB_shader_image_load_store");
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g_Config.backend_info.bSupportsBBox = GLExtensions::Supports("GL_ARB_shader_storage_buffer_object");
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g_Config.backend_info.bSupportsGSInstancing = GLExtensions::Supports("GL_ARB_gpu_shader5");
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// Desktop OpenGL supports the binding layout if it supports 420pack
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// OpenGL ES 3.1 supports it implicitly without an extension
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@ -491,7 +492,6 @@ Renderer::Renderer()
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g_ogl_config.bSupportSampleShading = GLExtensions::Supports("GL_ARB_sample_shading");
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g_ogl_config.bSupportOGL31 = GLExtensions::Version() >= 310;
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g_ogl_config.bSupportViewportFloat = GLExtensions::Supports("GL_ARB_viewport_array");
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g_ogl_config.bSupportGSInvocation = GLExtensions::Supports("GL_ARB_gpu_shader5");
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if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3)
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{
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@ -30,7 +30,6 @@ struct VideoConfig
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GLSL_VERSION eSupportedGLSLVersion;
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bool bSupportOGL31;
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bool bSupportViewportFloat;
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bool bSupportGSInvocation;
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const char* gl_vendor;
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const char* gl_renderer;
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@ -45,8 +45,11 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
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{
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// Insert layout parameters
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uid_data->stereo = g_ActiveConfig.bStereo;
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out.Write("layout(triangles, invocations = %d) in;\n", g_ActiveConfig.bStereo ? 2 : 1);
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out.Write("layout(triangle_strip, max_vertices = 3) out;\n");
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("layout(triangles, invocations = %d) in;\n", g_ActiveConfig.bStereo ? 2 : 1);
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else
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out.Write("layout(triangles) in;\n");
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out.Write("layout(triangle_strip, max_vertices = %d) out;\n", g_ActiveConfig.backend_info.bSupportsGSInstancing ? 3 : 6);
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}
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out.Write("%s", s_lighting_struct);
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@ -67,9 +70,12 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
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out.Write("flat out int eye;\n");
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out.Write("void main()\n{\n");
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if (!g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("\tfor (eye = 0; eye < %d; ++eye) {\n", g_ActiveConfig.bStereo ? 2 : 1);
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out.Write("\tfor (int i = 0; i < gl_in.length(); ++i) {\n");
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out.Write("\t\to = v[i];\n");
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out.Write("\t\teye = gl_InvocationID;\n");
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("\t\teye = gl_InvocationID;\n");
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if (g_ActiveConfig.bStereo)
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out.Write("\t\to.pos = float4(dot(" I_STEREOPROJECTION"[eye * 4 + 0], v[i].rawpos), dot(" I_STEREOPROJECTION"[eye * 4 + 1], v[i].rawpos), dot(" I_STEREOPROJECTION"[eye * 4 + 2], v[i].rawpos), dot(" I_STEREOPROJECTION"[eye * 4 + 3], v[i].rawpos)); \n");
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out.Write("\t\tgl_Position = o.pos;\n");
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@ -77,6 +83,8 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
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out.Write("\t\tEmitVertex();\n");
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out.Write("\t}\n");
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out.Write("\tEndPrimitive();\n");
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if (!g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("\t}\n");
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out.Write("}\n");
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if (is_writing_shadercode)
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@ -139,6 +139,7 @@ struct VideoConfig final
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bool bSupportsEarlyZ; // needed by PixelShaderGen, so must stay in VideoCommon
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bool bSupportsBindingLayout; // Needed by ShaderGen, so must stay in VideoCommon
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bool bSupportsBBox;
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bool bSupportsGSInstancing; // Needed by GeometryShaderGen, so must stay in VideoCommon
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} backend_info;
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// Utility
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