2014-10-16 10:52:32 -06:00
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// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <cmath>
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#include "VideoCommon/GeometryShaderGen.h"
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#include "VideoCommon/LightingShaderGen.h"
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2014-10-30 16:40:03 -06:00
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#include "VideoCommon/VertexShaderGen.h"
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#include "VideoCommon/VideoConfig.h"
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2014-10-16 10:52:32 -06:00
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static char text[16384];
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template<class T>
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static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiType)
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{
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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geometry_shader_uid_data dummy_data;
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geometry_shader_uid_data* uid_data = out.template GetUidData<geometry_shader_uid_data>();
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if (uid_data == nullptr)
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uid_data = &dummy_data;
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out.SetBuffer(text);
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const bool is_writing_shadercode = (out.GetBuffer() != nullptr);
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if (is_writing_shadercode)
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text[sizeof(text) - 1] = 0x7C; // canary
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out.Write("//Geometry Shader for 3D stereoscopy\n");
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uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
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if (ApiType == API_OPENGL)
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{
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// Insert layout parameters
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2014-10-29 07:51:12 -06:00
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("layout(triangles, invocations = %d) in;\n", g_ActiveConfig.iStereoMode > 0 ? 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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// uniforms
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if (ApiType == API_OPENGL)
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out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
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else
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out.Write("cbuffer VSBlock {\n");
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out.Write(s_shader_uniforms);
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out.Write("};\n");
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2014-10-16 10:52:32 -06:00
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2014-11-22 11:18:45 -07:00
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uid_data->numTexGens = xfmem.numTexGen.numTexGens;
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uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
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2014-11-02 15:40:52 -07:00
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GenerateVSOutputStruct<T>(out, ApiType);
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if (ApiType == API_OPENGL)
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{
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out.Write("centroid in VS_OUTPUT o[3];\n");
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out.Write("centroid out VS_OUTPUT vs;\n");
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out.Write("flat out int layer;\n");
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out.Write("void main()\n{\n");
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}
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else // D3D
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{
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out.Write("struct GS_OUTPUT {\n");
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out.Write("\tVS_OUTPUT vs;\n");
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out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n");
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out.Write("};\n");
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2014-11-14 04:39:25 -07:00
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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{
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out.Write("[maxvertexcount(3)]\n[instance(%d)]\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
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out.Write("void main(triangle VS_OUTPUT o[3], inout TriangleStream<GS_OUTPUT> Output, in uint InstanceID : SV_GSInstanceID)\n{\n");
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}
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else
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{
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out.Write("[maxvertexcount(6)]\n");
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out.Write("void main(triangle VS_OUTPUT o[3], inout TriangleStream<GS_OUTPUT> Output)\n{\n");
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}
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out.Write("\tGS_OUTPUT gs;\n");
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}
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out.Write("\tVS_OUTPUT f;\n");
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2014-11-11 16:40:58 -07:00
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// If the GPU supports invocation we don't need a for loop and can simply use the
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// invocation identifier to determine which layer we're rendering.
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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{
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if (ApiType == API_OPENGL)
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out.Write("\tint eye = gl_InvocationID;\n");
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else
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out.Write("\tint eye = InstanceID;\n");
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}
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else
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out.Write("\tfor (int eye = 0; eye < %d; ++eye) {\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
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out.Write("\tfor (int i = 0; i < 3; ++i) {\n");
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// Select the output layer
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if (ApiType == API_OPENGL)
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{
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out.Write("\t\tgl_Layer = eye;\n");
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out.Write("\t\tlayer = eye;\n");
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}
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else
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out.Write("\t\tgs.layer = eye;\n");
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out.Write("\t\tf = o[i];\n");
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out.Write("\t\tfloat4 pos = o[i].pos;\n");
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if (g_ActiveConfig.iStereoMode > 0)
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{
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2014-11-11 16:40:58 -07:00
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// For stereoscopy add a small horizontal offset in Normalized Device Coordinates proportional
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// to the depth of the vertex. We retrieve the depth value from the w-component of the projected
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// vertex which contains the negated z-component of the original vertex.
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// For negative parallax (out-of-screen effects) we subtract a convergence value from
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// the depth value. This results in objects at a distance smaller than the convergence
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// distance to seemingly appear in front of the screen.
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// This formula is based on page 13 of the "Nvidia 3D Vision Automatic, Best Practices Guide"
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out.Write("\t\tf.clipPos.x = o[i].clipPos.x + " I_STEREOPARAMS"[eye] * (o[i].clipPos.w - " I_STEREOPARAMS"[2]);\n");
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out.Write("\t\tpos.x = o[i].pos.x + " I_STEREOPARAMS"[eye] * (o[i].pos.w - " I_STEREOPARAMS"[2]);\n");
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}
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out.Write("\t\tf.pos.x = pos.x;\n");
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if (ApiType == API_OPENGL)
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out.Write("\t\tgl_Position = pos;\n");
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out.Write("\t\t%s = f;\n", (ApiType == API_OPENGL) ? "vs" : "gs.vs");
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if (ApiType == API_OPENGL)
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out.Write("\t\tEmitVertex();\n");
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else
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out.Write("\t\tOutput.Append(gs);\n");
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out.Write("\t}\n");
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if (ApiType == API_OPENGL)
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out.Write("\tEndPrimitive();\n");
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else
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out.Write("\tOutput.RestartStrip();\n");
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2014-10-29 07:51:12 -06:00
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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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{
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if (text[sizeof(text) - 1] != 0x7C)
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PanicAlert("GeometryShader generator - buffer too small, canary has been eaten!");
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}
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}
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void GetGeometryShaderUid(GeometryShaderUid& object, u32 components, API_TYPE ApiType)
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{
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GenerateGeometryShader<GeometryShaderUid>(object, components, ApiType);
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}
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void GenerateGeometryShaderCode(ShaderCode& object, u32 components, API_TYPE ApiType)
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{
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GenerateGeometryShader<ShaderCode>(object, components, ApiType);
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}
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