ShaderGen: Only pass VS_OUTPUT between shaders if stereo 3D is enabled.

GLSL130 doesn't support passing structs between shaders.
This is not a problem for stereo 3D which has a GLSL150 requirement.
This commit is contained in:
Jules Blok
2014-11-04 11:53:19 +01:00
parent 51a4d6a4be
commit 27f3f804a0
3 changed files with 80 additions and 23 deletions

View File

@ -319,30 +319,51 @@ 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 o;\n");
uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
if (g_ActiveConfig.iStereoMode > 0)
{
out.Write("centroid in VS_OUTPUT f;\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");
// 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)
if (g_ActiveConfig.iStereoMode > 0)
{
out.Write("\tfloat3 uv%d = o.tex%d;\n", i, i);
}
out.Write("\tfloat4 clipPos = o.clipPos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
{
out.Write("\tfloat4 Normal = o.Normal;\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("\tfloat3 uv%d = f.tex%d;\n", i, i);
}
out.Write("\tfloat4 clipPos = f.clipPos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
{
out.Write("\tfloat4 Normal = f.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 = o.colors_0;\n");
out.Write("\tfloat4 colors_1 = o.colors_1;\n");
out.Write("\tfloat4 colors_0 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "f.colors_0" : "colors_02");
out.Write("\tfloat4 colors_1 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "f.colors_1" : "colors_12");
out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
}