VideoCommon: Assume we always use a geometry shader, not just for stereoscopy.

This commit is contained in:
Jules Blok
2014-12-15 21:09:25 +01:00
parent 382e1c22db
commit 275af9c5e4
3 changed files with 15 additions and 79 deletions

View File

@ -316,51 +316,30 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
// As a workaround, we interpolate at the centroid of the coveraged pixel, which
// is always inside the primitive.
// Without MSAA, this flag is defined to have no effect.
out.Write("centroid in VS_OUTPUT vs;\n");
uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
if (g_ActiveConfig.iStereoMode > 0)
{
out.Write("centroid in VS_OUTPUT vs;\n");
out.Write("flat in int layer;\n");
}
else
{
out.Write("centroid in float4 colors_02;\n");
out.Write("centroid in float4 colors_12;\n");
// compute window position if needed because binding semantic WPOS is not widely supported
// Let's set up attributes
for (unsigned int i = 0; i < numTexgen; ++i)
{
out.Write("centroid in float3 uv%d;\n", i);
}
out.Write("centroid in float4 clipPos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
{
out.Write("centroid in float4 Normal;\n");
}
}
out.Write("void main()\n{\n");
if (g_ActiveConfig.iStereoMode > 0)
// compute window position if needed because binding semantic WPOS is not widely supported
// Let's set up attributes
for (unsigned int i = 0; i < numTexgen; ++i)
{
// compute window position if needed because binding semantic WPOS is not widely supported
// Let's set up attributes
for (unsigned int i = 0; i < numTexgen; ++i)
{
out.Write("\tfloat3 uv%d = vs.tex%d;\n", i, i);
}
out.Write("\tfloat4 clipPos = vs.clipPos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
{
out.Write("\tfloat4 Normal = vs.Normal;\n");
}
out.Write("\tfloat3 uv%d = vs.tex%d;\n", i, i);
}
out.Write("\tfloat4 clipPos = vs.clipPos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
{
out.Write("\tfloat4 Normal = vs.Normal;\n");
}
// On Mali, global variables must be initialized as constants.
// This is why we initialize these variables locally instead.
out.Write("\tfloat4 colors_0 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "vs.colors_0" : "colors_02");
out.Write("\tfloat4 colors_1 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "vs.colors_1" : "colors_12");
out.Write("\tfloat4 colors_0 = vs.colors_0;\n");
out.Write("\tfloat4 colors_1 = vs.colors_1;\n");
out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
}