[D3D12] Move interpolators above position because it's more important for pixel shaders
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@ -1,6 +1,6 @@
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struct XeVertex {
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float4 position : SV_Position;
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float4 interpolators[16] : TEXCOORD;
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float4 position : SV_Position;
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float point_size : PSIZE;
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};
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@ -8,16 +8,16 @@ struct XeVertex {
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void main(triangle XeVertex xe_in[3], inout TriangleStream<XeVertex> xe_stream) {
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XeVertex xe_out;
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xe_out.position = xe_in[0].position;
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xe_out.interpolators = xe_in[0].interpolators;
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xe_out.position = xe_in[0].position;
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xe_out.point_size = xe_in[0].point_size;
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xe_stream.Append(xe_out);
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xe_out.position = xe_in[1].position;
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xe_out.interpolators = xe_in[1].interpolators;
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xe_out.position = xe_in[1].position;
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xe_out.point_size = xe_in[1].point_size;
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xe_stream.Append(xe_out);
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xe_out.position = xe_in[2].position;
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xe_out.interpolators = xe_in[2].interpolators;
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xe_out.position = xe_in[2].position;
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xe_out.point_size = xe_in[2].point_size;
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xe_stream.Append(xe_out);
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xe_stream.RestartStrip();
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@ -38,46 +38,46 @@ void main(triangle XeVertex xe_in[3], inout TriangleStream<XeVertex> xe_stream)
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// | // | 2: 1,-1
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// | - | 3: [ 1, 1 ]
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// 1 ------[3]
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xe_out.position = xe_in[2].position;
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xe_out.interpolators = xe_in[2].interpolators;
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xe_out.position = xe_in[2].position;
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xe_out.point_size = xe_in[2].point_size;
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xe_stream.Append(xe_out);
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xe_out.position = xe_in[1].position;
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xe_out.interpolators = xe_in[1].interpolators;
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xe_out.position = xe_in[1].position;
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xe_out.point_size = xe_in[1].point_size;
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xe_stream.Append(xe_out);
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xe_out.position = float4(xe_in[1].position.xy -
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xe_in[0].position.xy +
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xe_in[2].position.xy,
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xe_in[2].position.zw);
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[unroll] for (int i = 0; i < 16; ++i) {
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xe_out.interpolators[i] = xe_in[1].interpolators[i] -
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xe_in[0].interpolators[i] +
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xe_in[2].interpolators[i];
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}
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xe_out.position = float4(xe_in[1].position.xy -
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xe_in[0].position.xy +
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xe_in[2].position.xy,
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xe_in[2].position.zw);
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} else {
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// 0 ------ 1 0: -1,-1
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// | - | 1: 1,-1
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// | \\ | 2: 1, 1
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// | - | 3: [-1, 1 ]
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// [3] ----- 2
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xe_out.position = xe_in[0].position;
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xe_out.interpolators = xe_in[0].interpolators;
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xe_out.position = xe_in[0].position;
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xe_out.point_size = xe_in[0].point_size;
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xe_stream.Append(xe_out);
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xe_out.position = xe_in[2].position;
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xe_out.interpolators = xe_in[2].interpolators;
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xe_out.position = xe_in[2].position;
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xe_out.point_size = xe_in[2].point_size;
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xe_stream.Append(xe_out);
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xe_out.position = float4(xe_in[0].position.xy -
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xe_in[1].position.xy +
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xe_in[2].position.xy,
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xe_in[2].position.zw);
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[unroll] for (int i = 0; i < 16; ++i) {
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xe_out.interpolators[i] = xe_in[0].interpolators[i] -
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xe_in[1].interpolators[i] +
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xe_in[2].interpolators[i];
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}
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xe_out.position = float4(xe_in[0].position.xy -
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xe_in[1].position.xy +
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xe_in[2].position.xy,
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xe_in[2].position.zw);
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}
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xe_out.point_size = xe_in[2].point_size;
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xe_stream.Append(xe_out);
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@ -258,8 +258,8 @@ std::vector<uint8_t> HlslShaderTranslator::CompleteTranslation() {
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"XE_BYTE_SWAP_OVERLOAD(uint4)\n"
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"\n"
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"struct XeVertexShaderOutput {\n"
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" float4 position : SV_Position;\n"
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" float4 interpolators[%u] : TEXCOORD;\n"
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" float4 position : SV_Position;\n"
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" float point_size : PSIZE;\n"
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"};\n"
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"\n"
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@ -283,8 +283,8 @@ std::vector<uint8_t> HlslShaderTranslator::CompleteTranslation() {
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// XE_PIXEL_SHADER_WRITES_DEPTH in the beginning of the final output.
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source.AppendFormat(
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"struct XePixelShaderInput {\n"
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" float4 position : SV_Position;\n"
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" float4 interpolators[%u] : TEXCOORD;\n"
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" float4 position : SV_Position;\n"
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"};\n"
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"\n"
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"struct XePixelShaderOutput {\n"
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