// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include #include #ifdef __APPLE__ #include #endif #include "VideoCommon/GeometryShaderGen.h" #include "VideoCommon/LightingShaderGen.h" #include "VideoCommon/VertexShaderGen.h" #include "VideoCommon/VideoConfig.h" static char text[16384]; template static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiType) { // Non-uid template parameters will write to the dummy data (=> gets optimized out) geometry_shader_uid_data dummy_data; geometry_shader_uid_data* uid_data = out.template GetUidData(); if (uid_data == nullptr) uid_data = &dummy_data; out.SetBuffer(text); const bool is_writing_shadercode = (out.GetBuffer() != nullptr); #ifndef ANDROID locale_t locale; locale_t old_locale; if (is_writing_shadercode) { locale = newlocale(LC_NUMERIC_MASK, "C", nullptr); // New locale for compilation old_locale = uselocale(locale); // Apply the locale for this thread } #endif if (is_writing_shadercode) text[sizeof(text) - 1] = 0x7C; // canary out.Write("//Geometry Shader for 3D stereoscopy\n"); uid_data->stereo = g_ActiveConfig.iStereoMode > 0; if (ApiType == API_OPENGL) { // Insert layout parameters if (g_ActiveConfig.backend_info.bSupportsGSInstancing) out.Write("layout(triangles, invocations = %d) in;\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1); else out.Write("layout(triangles) in;\n"); out.Write("layout(triangle_strip, max_vertices = %d) out;\n", g_ActiveConfig.backend_info.bSupportsGSInstancing ? 3 : 6); } out.Write("%s", s_lighting_struct); // uniforms if (ApiType == API_OPENGL) out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : ""); else out.Write("cbuffer VSBlock {\n"); out.Write(s_shader_uniforms); out.Write("};\n"); uid_data->numTexGens = xfmem.numTexGen.numTexGens; uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting; GenerateVSOutputStruct(out, ApiType); out.Write("centroid in VS_OUTPUT o[3];\n"); out.Write("centroid out VS_OUTPUT f;\n"); out.Write("flat out int layer;\n"); out.Write("void main()\n{\n"); // If the GPU supports invocation we don't need a for loop and can simply use the // invocation identifier to determine which layer we're rendering. if (g_ActiveConfig.backend_info.bSupportsGSInstancing) out.Write("\tint l = gl_InvocationID;\n"); else out.Write("\tfor (int l = 0; l < %d; ++l) {\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1); out.Write("\tfor (int i = 0; i < 3; ++i) {\n"); out.Write("\t\tlayer = l;\n"); out.Write("\t\tgl_Layer = l;\n"); out.Write("\t\tf = o[i];\n"); out.Write("\t\tfloat4 pos = o[i].pos;\n"); if (g_ActiveConfig.iStereoMode > 0) { // 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. // For negative parallax (out-of-screen effects) we subtract a convergence value from // 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"[l] * (o[i].clipPos.w - " I_STEREOPARAMS"[2]);\n"); out.Write("\t\tpos.x = o[i].pos.x + " I_STEREOPARAMS"[l] * (o[i].pos.w - " I_STEREOPARAMS"[2]);\n"); } out.Write("\t\tf.pos.x = pos.x;\n"); out.Write("\t\tgl_Position = pos;\n"); out.Write("\t\tEmitVertex();\n"); out.Write("\t}\n"); out.Write("\tEndPrimitive();\n"); if (!g_ActiveConfig.backend_info.bSupportsGSInstancing) out.Write("\t}\n"); out.Write("}\n"); if (is_writing_shadercode) { if (text[sizeof(text) - 1] != 0x7C) PanicAlert("GeometryShader generator - buffer too small, canary has been eaten!"); #ifndef ANDROID uselocale(old_locale); // restore locale freelocale(locale); #endif } } void GetGeometryShaderUid(GeometryShaderUid& object, u32 components, API_TYPE ApiType) { GenerateGeometryShader(object, components, ApiType); } void GenerateGeometryShaderCode(ShaderCode& object, u32 components, API_TYPE ApiType) { GenerateGeometryShader(object, components, ApiType); }