this is maybe less silly

This commit is contained in:
espes 2015-07-11 23:50:47 +10:00
parent c31498a236
commit 0a9ad10583
4 changed files with 208 additions and 155 deletions

View File

@ -1317,6 +1317,8 @@ typedef struct PGRAPHState {
InlineVertexBufferEntry inline_buffer[NV2A_MAX_BATCH_LENGTH];
GLuint gl_inline_buffer_buffer;
GLuint gl_element_buffer;
GLuint gl_vertex_array;
uint32_t regs[0x2000];
@ -2102,42 +2104,58 @@ static gboolean shader_equal(gconstpointer a, gconstpointer b)
return memcmp(as, bs, sizeof(ShaderState)) == 0;
}
static void generate_geometry_shader_pass_vertex(QString* s, const char* v)
{
qstring_append_fmt(s, " gD0 = vD0[%s];\n", v);
qstring_append_fmt(s, " gD1 = vD1[%s];\n", v);
qstring_append_fmt(s, " gB0 = vB0[%s];\n", v);
qstring_append_fmt(s, " gB1 = vB1[%s];\n", v);
qstring_append_fmt(s, " gFog = vFog[%s];\n", v);
qstring_append_fmt(s, " gT0 = vT0[%s];\n", v);
qstring_append_fmt(s, " gT1 = vT1[%s];\n", v);
qstring_append_fmt(s, " gT2 = vT2[%s];\n", v);
qstring_append_fmt(s, " gT3 = vT3[%s];\n", v);
qstring_append_fmt(s, " gPos_w = vPos_w[%s];\n", v);
qstring_append_fmt(s, " gl_Position = gl_in[%s].gl_Position;\n", v);
qstring_append(s, " EmitVertex();\n");
}
static QString* generate_geometry_shader(unsigned int primitive_mode)
{
int in_verticies, out_verticies;
switch (primitive_mode) {
case NV097_SET_BEGIN_END_OP_QUADS:
in_verticies = 4;
out_verticies = 6;
break;
default:
in_verticies = 3;
out_verticies = 3;
break;
}
QString* s = qstring_new();
qstring_append(s, "#version 330\n");
qstring_append(s, "\n");
if (primitive_mode == NV097_SET_BEGIN_END_OP_QUADS) {
switch (primitive_mode) {
// case NV097_SET_BEGIN_END_OP_POINTS:
// qstring_append(s, "layout(points) in;\n");
// qstring_append(s, "layout(points, max_vertices = 1) out;\n");
// break;
// case NV097_SET_BEGIN_END_OP_LINES:
// case NV097_SET_BEGIN_END_OP_LINE_STRIP:
// qstring_append(s, "layout(lines) in;")
// qstring_append(s, "layout(line_strip, max_vertices = 6) out;\n");
case NV097_SET_BEGIN_END_OP_QUADS:
qstring_append(s, "layout(lines_adjacency) in;\n");
qstring_append(s, "layout(triangle_strip, max_vertices = 6) out;\n");
} else {
break;
default:
qstring_append(s, "layout(triangles) in;\n");
qstring_append(s, "layout(triangle_strip, max_vertices = 3) out;\n");
break;
}
qstring_append(s, "\n");
qstring_append_fmt(s, "noperspective in vec4 oD0[%d];\n", in_verticies);
qstring_append_fmt(s, "noperspective in vec4 oD1[%d];\n", in_verticies);
qstring_append_fmt(s, "noperspective in vec4 oB0[%d];\n", in_verticies);
qstring_append_fmt(s, "noperspective in vec4 oB1[%d];\n", in_verticies);
qstring_append_fmt(s, "noperspective in vec4 oFog[%d];\n", in_verticies);
qstring_append_fmt(s, "noperspective in vec4 oT0[%d];\n", in_verticies);
qstring_append_fmt(s, "noperspective in vec4 oT1[%d];\n", in_verticies);
qstring_append_fmt(s, "noperspective in vec4 oT2[%d];\n", in_verticies);
qstring_append_fmt(s, "noperspective in vec4 oT3[%d];\n", in_verticies);
qstring_append(s, "\n");
qstring_append_fmt(s, "noperspective in float oPos_w[%d];\n", in_verticies);
qstring_append(s, "noperspective in float vPos_w[];\n");
qstring_append(s, "noperspective in vec4 vD0[];\n");
qstring_append(s, "noperspective in vec4 vD1[];\n");
qstring_append(s, "noperspective in vec4 vB0[];\n");
qstring_append(s, "noperspective in vec4 vB1[];\n");
qstring_append(s, "noperspective in vec4 vFog[];\n");
qstring_append(s, "noperspective in vec4 vT0[];\n");
qstring_append(s, "noperspective in vec4 vT1[];\n");
qstring_append(s, "noperspective in vec4 vT2[];\n");
qstring_append(s, "noperspective in vec4 vT3[];\n");
qstring_append(s, "\n");
qstring_append(s, "noperspective out float gPos_w;\n");
qstring_append(s, "noperspective out vec4 gD0;\n");
qstring_append(s, "noperspective out vec4 gD1;\n");
qstring_append(s, "noperspective out vec4 gB0;\n");
@ -2148,28 +2166,25 @@ static QString* generate_geometry_shader(unsigned int primitive_mode)
qstring_append(s, "noperspective out vec4 gT2;\n");
qstring_append(s, "noperspective out vec4 gT3;\n");
qstring_append(s, "\n");
qstring_append(s, "noperspective out vec3 gCor;\n");
qstring_append(s, "\n");
qstring_append(s, "void main() {\n");
qstring_append(s, " for (int i = 0; i < 3; i++) {\n");
qstring_append(s, " gD0 = oD0[i];\n");
qstring_append(s, " gD1 = oD1[i];\n");
qstring_append(s, " gB0 = oB0[i];\n");
qstring_append(s, " gB1 = oB1[i];\n");
qstring_append(s, " gFog = oFog[i];\n");
qstring_append(s, " gT0 = oT0[i];\n");
qstring_append(s, " gT1 = oT1[i];\n");
qstring_append(s, " gT2 = oT2[i];\n");
qstring_append(s, " gT3 = oT3[i];\n");
qstring_append(s, "\n");
qstring_append(s, " gCor = vec3(0.0);\n");
qstring_append(s, " gCor[i] = oPos_w[i];\n");
qstring_append(s, "\n");
qstring_append(s, " gl_Position = gl_in[i].gl_Position;\n");
qstring_append(s, " EmitVertex();\n");
qstring_append(s, " }\n");
qstring_append(s, "\n");
qstring_append(s, " EndPrimitive();\n");
switch (primitive_mode) {
case NV097_SET_BEGIN_END_OP_QUADS:
generate_geometry_shader_pass_vertex(s, "0");
generate_geometry_shader_pass_vertex(s, "1");
generate_geometry_shader_pass_vertex(s, "2");
qstring_append(s, "EndPrimitive();\n");
generate_geometry_shader_pass_vertex(s, "0");
generate_geometry_shader_pass_vertex(s, "2");
generate_geometry_shader_pass_vertex(s, "3");
qstring_append(s, "EndPrimitive();\n");
break;
default:
generate_geometry_shader_pass_vertex(s, "0");
generate_geometry_shader_pass_vertex(s, "1");
generate_geometry_shader_pass_vertex(s, "2");
qstring_append(s, "EndPrimitive();\n");
break;
}
qstring_append(s, "}\n");
return s;
@ -2178,16 +2193,20 @@ static QString* generate_geometry_shader(unsigned int primitive_mode)
static ShaderBinding* generate_shaders(const ShaderState state)
{
int i, j;
GLint compiled = 0;
bool with_geom = state.primitive_mode == NV097_SET_BEGIN_END_OP_QUADS;
char v_prefix = with_geom ? 'v' : 'g';
GLuint program = glCreateProgram();
/* create the vertex shader */
QString *vertex_shader_code = NULL;
const char *vertex_shader_code_str = NULL;
if (state.fixed_function) {
/* generate vertex shader mimicking fixed function */
vertex_shader_code_str =
vertex_shader_code = qstring_new();
qstring_append(vertex_shader_code,
"#version 330\n"
"\n"
"in vec4 position;\n"
@ -2199,18 +2218,30 @@ static ShaderBinding* generate_shaders(const ShaderState state)
"in vec4 multiTexCoord1;\n"
"in vec4 multiTexCoord2;\n"
"in vec4 multiTexCoord3;\n"
"\n"
"noperspective out vec4 oD0 = vec4(0.0,0.0,0.0,1.0);\n"
"noperspective out vec4 oD1 = vec4(0.0,0.0,0.0,1.0);\n"
"noperspective out vec4 oB0 = vec4(0.0,0.0,0.0,1.0);\n"
"noperspective out vec4 oB1 = vec4(0.0,0.0,0.0,1.0);\n"
"noperspective out vec4 oFog = vec4(0.0,0.0,0.0,1.0);\n"
"noperspective out vec4 oT0 = vec4(0.0,0.0,0.0,1.0);\n"
"noperspective out vec4 oT1 = vec4(0.0,0.0,0.0,1.0);\n"
"noperspective out vec4 oT2 = vec4(0.0,0.0,0.0,1.0);\n"
"noperspective out vec4 oT3 = vec4(0.0,0.0,0.0,1.0);\n"
"\n"
"noperspective out float oPos_w;\n"
"\n");
qstring_append_fmt(vertex_shader_code,
"noperspective out float %cPos_w;\n", v_prefix);
qstring_append_fmt(vertex_shader_code,
"noperspective out vec4 %cD0 = vec4(0.0,0.0,0.0,1.0);\n", v_prefix);
qstring_append_fmt(vertex_shader_code,
"noperspective out vec4 %cD1 = vec4(0.0,0.0,0.0,1.0);\n", v_prefix);
qstring_append_fmt(vertex_shader_code,
"noperspective out vec4 %cB0 = vec4(0.0,0.0,0.0,1.0);\n", v_prefix);
qstring_append_fmt(vertex_shader_code,
"noperspective out vec4 %cB1 = vec4(0.0,0.0,0.0,1.0);\n", v_prefix);
qstring_append_fmt(vertex_shader_code,
"noperspective out vec4 %cFog = vec4(0.0,0.0,0.0,1.0);\n", v_prefix);
qstring_append_fmt(vertex_shader_code,
"noperspective out vec4 %cT0 = vec4(0.0,0.0,0.0,1.0);\n", v_prefix);
qstring_append_fmt(vertex_shader_code,
"noperspective out vec4 %cT1 = vec4(0.0,0.0,0.0,1.0);\n", v_prefix);
qstring_append_fmt(vertex_shader_code,
"noperspective out vec4 %cT2 = vec4(0.0,0.0,0.0,1.0);\n", v_prefix);
qstring_append_fmt(vertex_shader_code,
"noperspective out vec4 %cT3 = vec4(0.0,0.0,0.0,1.0);\n", v_prefix);
qstring_append(vertex_shader_code,
"\n"
"uniform mat4 composite;\n"
"uniform mat4 invViewport;\n"
@ -2220,23 +2251,36 @@ static ShaderBinding* generate_shaders(const ShaderState state)
//" gl_Position = position * composite;\n"
//" gl_Position.x = (gl_Position.x - 320.0) / 320.0;\n"
//" gl_Position.y = -(gl_Position.y - 240.0) / 240.0;\n"
" gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n"
" oPos_w = gl_Position.w;\n"
" oD0 = diffuse;\n"
" oT0 = multiTexCoord0;\n"
" oT1 = multiTexCoord1;\n"
" oT2 = multiTexCoord2;\n"
" oT3 = multiTexCoord3;\n"
"}\n";
" gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
qstring_append_fmt(vertex_shader_code,
"%cPos_w = 1.0/gl_Position.w;\n", v_prefix);
qstring_append_fmt(vertex_shader_code,
"%cD0 = diffuse;\n", v_prefix);
qstring_append_fmt(vertex_shader_code,
"%cT0 = multiTexCoord0;\n", v_prefix);
qstring_append_fmt(vertex_shader_code,
"%cT1 = multiTexCoord1;\n", v_prefix);
qstring_append_fmt(vertex_shader_code,
"%cT2 = multiTexCoord2;\n", v_prefix);
qstring_append_fmt(vertex_shader_code,
"%cT3 = multiTexCoord3;\n", v_prefix);
qstring_append(vertex_shader_code, "}\n");
} else if (state.vertex_program) {
vertex_shader_code = vsh_translate(VSH_VERSION_XVS,
(uint32_t*)state.program_data,
state.program_length);
vertex_shader_code_str = qstring_get_str(vertex_shader_code);
state.program_length,
v_prefix);
} else {
assert(false);
}
if (vertex_shader_code_str) {
if (vertex_shader_code) {
const char* vertex_shader_code_str = qstring_get_str(vertex_shader_code);
GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glAttachShader(program, vertex_shader);
@ -2246,7 +2290,7 @@ static ShaderBinding* generate_shaders(const ShaderState state)
NV2A_DPRINTF("bind new vertex shader, code:\n%s\n", vertex_shader_code_str);
/* Check it compiled */
GLint compiled = 0;
compiled = 0;
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLchar log[1024];
@ -2255,10 +2299,7 @@ static ShaderBinding* generate_shaders(const ShaderState state)
abort();
}
if (vertex_shader_code) {
QDECREF(vertex_shader_code);
vertex_shader_code = NULL;
}
QDECREF(vertex_shader_code);
}
@ -2305,7 +2346,6 @@ static ShaderBinding* generate_shaders(const ShaderState state)
glCompileShader(fragment_shader);
/* Check it compiled */
GLint compiled = 0;
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLchar log[1024];
@ -2317,31 +2357,32 @@ static ShaderBinding* generate_shaders(const ShaderState state)
QDECREF(fragment_shader_code);
if (with_geom) {
GLuint geometry_shader = glCreateShader(GL_GEOMETRY_SHADER);
glAttachShader(program, geometry_shader);
// GLuint geometry_shader = glCreateShader(GL_GEOMETRY_SHADER);
// glAttachShader(program, geometry_shader);
QString* geometry_shader_code =
generate_geometry_shader(state.primitive_mode);
const char* geometry_shader_code_str =
qstring_get_str(geometry_shader_code);
// QString* geometry_shader_code =
// generate_geometry_shader(state.primitive_mode);
// const char* geometry_shader_code_str =
// qstring_get_str(geometry_shader_code);
NV2A_DPRINTF("bind geometry shader, code:\n%s\n", geometry_shader_code_str);
// NV2A_DPRINTF("bind geometry shader, code:\n%s\n", geometry_shader_code_str);
glShaderSource(geometry_shader, 1, &geometry_shader_code_str, 0);
glCompileShader(geometry_shader);
// glShaderSource(geometry_shader, 1, &geometry_shader_code_str, 0);
// glCompileShader(geometry_shader);
/* Check it compiled */
compiled = 0;
glGetShaderiv(geometry_shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLchar log[2048];
glGetShaderInfoLog(geometry_shader, 2048, NULL, log);
fprintf(stderr, "nv2a: geometry shader compilation failed: %s\n", log);
abort();
}
// /* Check it compiled */
// compiled = 0;
// glGetShaderiv(geometry_shader, GL_COMPILE_STATUS, &compiled);
// if (!compiled) {
// GLchar log[2048];
// glGetShaderInfoLog(geometry_shader, 2048, NULL, log);
// fprintf(stderr, "nv2a: geometry shader compilation failed: %s\n", log);
// abort();
// }
// QDECREF(geometry_shader_code);
QDECREF(geometry_shader_code);
}
/* link the program */
@ -3041,6 +3082,7 @@ static void pgraph_init(PGRAPHState *pg)
}
glGenBuffers(1, &pg->gl_inline_array_buffer);
glGenBuffers(1, &pg->gl_inline_buffer_buffer);
glGenBuffers(1, &pg->gl_element_buffer);
glGenVertexArrays(1, &pg->gl_vertex_array);
glBindVertexArray(pg->gl_vertex_array);
@ -3894,9 +3936,7 @@ static void pgraph_method(NV2AState *d,
pgraph_bind_vertex_attributes(d, max_element+1, false, 0);
GLuint element_buffer;
glGenBuffers(1, &element_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pg->gl_element_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
pg->inline_elements_length*4,
pg->inline_elements,
@ -3907,7 +3947,6 @@ static void pgraph_method(NV2AState *d,
GL_UNSIGNED_INT,
(void*)0);
glDeleteBuffers(1, &element_buffer);
}/* else {
assert(false);
}*/

View File

@ -529,38 +529,36 @@ static QString* psh_convert(struct PixelShader *ps)
int i;
QString *preflight = qstring_new();
qstring_append(preflight, "noperspective in vec4 oD0;\n");
qstring_append(preflight, "noperspective in vec4 oD1;\n");
qstring_append(preflight, "noperspective in vec4 oB0;\n");
qstring_append(preflight, "noperspective in vec4 oB1;\n");
qstring_append(preflight, "noperspective in vec4 oFog;\n");
qstring_append(preflight, "noperspective in vec4 oT0;\n");
qstring_append(preflight, "noperspective in vec4 oT1;\n");
qstring_append(preflight, "noperspective in vec4 oT2;\n");
qstring_append(preflight, "noperspective in vec4 oT3;\n");
qstring_append(preflight, "noperspective in vec4 gD0;\n");
qstring_append(preflight, "noperspective in vec4 gD1;\n");
qstring_append(preflight, "noperspective in vec4 gB0;\n");
qstring_append(preflight, "noperspective in vec4 gB1;\n");
qstring_append(preflight, "noperspective in vec4 gFog;\n");
qstring_append(preflight, "noperspective in vec4 gT0;\n");
qstring_append(preflight, "noperspective in vec4 gT1;\n");
qstring_append(preflight, "noperspective in vec4 gT2;\n");
qstring_append(preflight, "noperspective in vec4 gT3;\n");
qstring_append(preflight, "\n");
qstring_append(preflight, "noperspective in float oPos_w;\n");
// qstring_append(preflight, "noperspective in vec3 gCor;\n");
qstring_append(preflight, "noperspective in float gPos_w;\n");
qstring_append(preflight, "\n");
qstring_append(preflight, "out vec4 fragColor;\n");
qstring_append(preflight, "\n");
QString *vars = qstring_new();
// qstring_append(vars, "float pFactor = gCor[0]+gCor[1]+gCor[2];\n");
qstring_append(vars, "float pFactor = oPos_w;\n");
qstring_append(vars, "vec4 pD0 = oD0 / pFactor;\n");
qstring_append(vars, "vec4 pD1 = oD1 / pFactor;\n");
qstring_append(vars, "vec4 pB0 = oB0 / pFactor;\n");
qstring_append(vars, "vec4 pB1 = oB1 / pFactor;\n");
qstring_append(vars, "vec4 pFog = oFog / pFactor;\n");
qstring_append(vars, "vec4 pT0 = oT0 / pFactor;\n");
qstring_append(vars, "vec4 pT1 = oT1 / pFactor;\n");
qstring_append(vars, "vec4 pT2 = oT2 / pFactor;\n");
qstring_append(vars, "vec4 pT3 = oT3 / pFactor;\n");
qstring_append(vars, "float pFactor = gPos_w;\n");
qstring_append(vars, "vec4 pD0 = gD0 / pFactor;\n");
qstring_append(vars, "vec4 pD1 = gD1 / pFactor;\n");
qstring_append(vars, "vec4 pB0 = gB0 / pFactor;\n");
qstring_append(vars, "vec4 pB1 = gB1 / pFactor;\n");
qstring_append(vars, "vec4 pFog = gFog / pFactor;\n");
qstring_append(vars, "vec4 pT0 = gT0 / pFactor;\n");
qstring_append(vars, "vec4 pT1 = gT1 / pFactor;\n");
qstring_append(vars, "vec4 pT2 = gT2 / pFactor;\n");
qstring_append(vars, "vec4 pT3 = gT3 / pFactor;\n");
qstring_append(vars, "\n");
qstring_append(vars, "vec4 v0 = oD0;\n");
qstring_append(vars, "vec4 v1 = oD1;\n");
qstring_append(vars, "float fog = oFog.x;\n");
qstring_append(vars, "vec4 v0 = pD0;\n");
qstring_append(vars, "vec4 v1 = pD1;\n");
qstring_append(vars, "float fog = pFog.x;\n");
for (i = 0; i < 4; i++) {
if (ps->tex_modes[i] == PS_TEXTUREMODES_NONE) continue;

View File

@ -525,8 +525,6 @@ static QString* decode_token(const uint32_t *shader_token)
}
static const char* vsh_header =
"#version 330\n"
"\n"
"in vec4 v0;\n"
"in vec4 v1;\n"
"in vec4 v2;\n"
@ -562,21 +560,21 @@ static const char* vsh_header =
"vec4 R11 = vec4(0.0,0.0,0.0,1.0);\n"
"vec4 R12 = vec4(0.0,0.0,0.0,1.0);\n"
"\n"
"#define oPos R12\n" /* opos is a mirror of R12 */
"noperspective out vec4 oD0 = vec4(0.0,0.0,0.0,1.0);\n"
"noperspective out vec4 oD1 = vec4(0.0,0.0,0.0,1.0);\n"
"noperspective out vec4 oB0 = vec4(0.0,0.0,0.0,1.0);\n"
"noperspective out vec4 oB1 = vec4(0.0,0.0,0.0,1.0);\n"
"vec4 oD0 = vec4(0.0,0.0,0.0,1.0);\n"
"vec4 oD1 = vec4(0.0,0.0,0.0,1.0);\n"
"vec4 oB0 = vec4(0.0,0.0,0.0,1.0);\n"
"vec4 oB1 = vec4(0.0,0.0,0.0,1.0);\n"
"vec4 oPts = vec4(0.0,0.0,0.0,1.0);\n"
"noperspective out vec4 oFog = vec4(0.0,0.0,0.0,1.0);\n"
"noperspective out vec4 oT0 = vec4(0.0,0.0,0.0,1.0);\n"
"noperspective out vec4 oT1 = vec4(0.0,0.0,0.0,1.0);\n"
"noperspective out vec4 oT2 = vec4(0.0,0.0,0.0,1.0);\n"
"noperspective out vec4 oT3 = vec4(0.0,0.0,0.0,1.0);\n"
"\n"
"noperspective out float oPos_w;\n"
"vec4 oFog = vec4(0.0,0.0,0.0,1.0);\n"
"vec4 oT0 = vec4(0.0,0.0,0.0,1.0);\n"
"vec4 oT1 = vec4(0.0,0.0,0.0,1.0);\n"
"vec4 oT2 = vec4(0.0,0.0,0.0,1.0);\n"
"vec4 oT3 = vec4(0.0,0.0,0.0,1.0);\n"
"\n"
/* All constants in 1 array declaration */
"uniform vec4 c[192];\n"
"\n"
@ -744,11 +742,25 @@ static const char* vsh_header =
QString* vsh_translate(uint16_t version,
const uint32_t *tokens,
unsigned int length)
unsigned int length,
char output_prefix)
{
QString *body = qstring_from_str("\n");
QString *header = qstring_from_str(vsh_header);
QString* header = qstring_from_str("#version 330\n\n");
qstring_append_fmt(header, "noperspective out float %cPos_w;\n", output_prefix);
qstring_append_fmt(header, "noperspective out vec4 %cD0;\n", output_prefix);
qstring_append_fmt(header, "noperspective out vec4 %cD1;\n", output_prefix);
qstring_append_fmt(header, "noperspective out vec4 %cB0;\n", output_prefix);
qstring_append_fmt(header, "noperspective out vec4 %cB1;\n", output_prefix);
qstring_append_fmt(header, "noperspective out vec4 %cFog;\n", output_prefix);
qstring_append_fmt(header, "noperspective out vec4 %cT0;\n", output_prefix);
qstring_append_fmt(header, "noperspective out vec4 %cT1;\n", output_prefix);
qstring_append_fmt(header, "noperspective out vec4 %cT2;\n", output_prefix);
qstring_append_fmt(header, "noperspective out vec4 %cT3;\n", output_prefix);
qstring_append(header, vsh_header);
QString *body = qstring_from_str("\n");
bool has_final = false;
for (int slot=0; slot<length; slot++) {
@ -770,6 +782,22 @@ QString* vsh_translate(uint16_t version,
}
assert(has_final);
qstring_append_fmt(body,
"if (oPos.w == 0.0 || isinf(oPos.w)) {\n"
" %cPos_w = 1.0;"
"} else {\n"
" %cPos_w = 1.0 / oPos.w;\n"
"}\n"
, output_prefix, output_prefix);
qstring_append_fmt(body, "%cD0 = oD0 * %cPos_w;\n", output_prefix, output_prefix);
qstring_append_fmt(body, "%cD1 = oD1 * %cPos_w;\n", output_prefix, output_prefix);
qstring_append_fmt(body, "%cB0 = oB0 * %cPos_w;\n", output_prefix, output_prefix);
qstring_append_fmt(body, "%cB1 = oB1 * %cPos_w;\n", output_prefix, output_prefix);
qstring_append_fmt(body, "%cFog = oFog * %cPos_w;\n", output_prefix, output_prefix);
qstring_append_fmt(body, "%cT0 = oT0 * %cPos_w;\n", output_prefix, output_prefix);
qstring_append_fmt(body, "%cT1 = oT1 * %cPos_w;\n", output_prefix, output_prefix);
qstring_append_fmt(body, "%cT2 = oT2 * %cPos_w;\n", output_prefix, output_prefix);
qstring_append_fmt(body, "%cT3 = oT3 * %cPos_w;\n", output_prefix, output_prefix);
qstring_append(body,
/* the shaders leave the result in screen space, while
@ -778,19 +806,6 @@ QString* vsh_translate(uint16_t version,
* but they're not necessarily present...
*/
"oPos_w = 1.0/oPos.w;\n"
"oD0 /= oPos.w;\n"
"oD1 /= oPos.w;\n"
"oB0 /= oPos.w;\n"
"oB1 /= oPos.w;\n"
"oFog /= oPos.w;\n"
"oT0 /= oPos.w;\n"
"oT1 /= oPos.w;\n"
"oT2 /= oPos.w;\n"
"oT3 /= oPos.w;\n"
"\n"
" /* Un-screenspace transform */\n"
"oPos.x = (oPos.x - viewportOffset.x) / viewportScale.x;\n"
"oPos.y = (oPos.y - viewportOffset.y) / viewportScale.y;\n"

View File

@ -86,7 +86,8 @@ uint8_t vsh_get_field(const uint32_t *shader_token, VshFieldName field_name);
QString* vsh_translate(uint16_t version,
const uint32_t *tokens,
unsigned int length);
unsigned int length,
char output_prefix);
#endif