Remove global refrences from common code.

Bug Fix: Previously vertex shaders and geometery shaders didn't track
         antialaising state in their UIDs, which could cause AA bugs
	 on directx.
This commit is contained in:
Scott Mansell
2016-01-16 22:56:49 +13:00
parent 0d996f512b
commit 4969415f38
6 changed files with 106 additions and 61 deletions

View File

@ -20,6 +20,12 @@ static void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_
template <class T>
static void EndPrimitive(T& out, API_TYPE ApiType);
template <class T>
static void EmitVertex(T& out, geometry_shader_uid_data* uid_data, const char* vertex,
API_TYPE ApiType, bool first_vertex = false);
template <class T>
static void EndPrimitive(T& out, geometry_shader_uid_data* uid_data, API_TYPE ApiType);
template <class T>
static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
{
@ -40,6 +46,8 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
if (g_ActiveConfig.bWireFrame)
vertex_out++;
uid_data->msaa = g_ActiveConfig.iMultisamples > 1;
uid_data->ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA;
uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
if (ApiType == API_OPENGL)
{
@ -77,7 +85,7 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers<T>(out, ApiType, "");
GenerateVSOutputMembers<T>(out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting, "");
out.Write("};\n");
if (ApiType == API_OPENGL)
@ -86,11 +94,15 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
out.Write("#define InstanceID gl_InvocationID\n");
out.Write("in VertexData {\n");
GenerateVSOutputMembers<T>(out, ApiType, GetInterpolationQualifier(true, true));
GenerateVSOutputMembers<T>(
out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, true));
out.Write("} vs[%d];\n", vertex_in);
out.Write("out VertexData {\n");
GenerateVSOutputMembers<T>(out, ApiType, GetInterpolationQualifier(true, false));
GenerateVSOutputMembers<T>(
out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true));
if (g_ActiveConfig.iStereoMode > 0)
out.Write("\tflat int layer;\n");
@ -135,8 +147,8 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
if (ApiType == API_OPENGL)
{
out.Write("\tVS_OUTPUT start, end;\n");
AssignVSOutputMembers(out, "start", "vs[0]");
AssignVSOutputMembers(out, "end", "vs[1]");
AssignVSOutputMembers(out, "start", "vs[0]", uid_data->numTexGens, uid_data->pixel_lighting);
AssignVSOutputMembers(out, "end", "vs[1]", uid_data->numTexGens, uid_data->pixel_lighting);
}
else
{
@ -166,11 +178,11 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
if (ApiType == API_OPENGL)
{
out.Write("\tVS_OUTPUT center;\n");
AssignVSOutputMembers(out, "center", "vs[0]");
AssignVSOutputMembers(out, "center", "vs[0]", uid_data->numTexGens, uid_data->pixel_lighting);
}
else
{
out.Write("\tVS_OUTPUT center = o[0];\n");
out.Write("\tVS_OUTPUT center = o[0];\n", uid_data->numTexGens, uid_data->pixel_lighting);
}
// Offset from center to upper right vertex
@ -197,7 +209,7 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
if (ApiType == API_OPENGL)
{
out.Write("\tVS_OUTPUT f;\n");
AssignVSOutputMembers(out, "f", "vs[i]");
AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, uid_data->pixel_lighting);
}
else
{
@ -239,8 +251,8 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
}
out.Write("\t}\n");
EmitVertex<T>(out, "l", ApiType, true);
EmitVertex<T>(out, "r", ApiType);
EmitVertex<T>(out, uid_data, "l", ApiType, true);
EmitVertex<T>(out, uid_data, "r", ApiType);
}
else if (primitive_type == PRIMITIVE_POINTS)
{
@ -268,19 +280,19 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
}
out.Write("\t}\n");
EmitVertex<T>(out, "ll", ApiType, true);
EmitVertex<T>(out, "lr", ApiType);
EmitVertex<T>(out, "ul", ApiType);
EmitVertex<T>(out, "ur", ApiType);
EmitVertex<T>(out, uid_data, "ll", ApiType, true);
EmitVertex<T>(out, uid_data, "lr", ApiType);
EmitVertex<T>(out, uid_data, "ul", ApiType);
EmitVertex<T>(out, uid_data, "ur", ApiType);
}
else
{
EmitVertex<T>(out, "f", ApiType, true);
EmitVertex<T>(out, uid_data, "f", ApiType, true);
}
out.Write("\t}\n");
EndPrimitive<T>(out, ApiType);
EndPrimitive<T>(out, uid_data, ApiType);
if (g_ActiveConfig.iStereoMode > 0 && !g_ActiveConfig.backend_info.bSupportsGSInstancing)
out.Write("\t}\n");
@ -291,7 +303,8 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
}
template <class T>
static void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_vertex)
static void EmitVertex(T& out, geometry_shader_uid_data* uid_data, const char* vertex,
API_TYPE ApiType, bool first_vertex)
{
if (g_ActiveConfig.bWireFrame && first_vertex)
out.Write("\tif (i == 0) first = %s;\n", vertex);
@ -299,7 +312,7 @@ static void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_
if (ApiType == API_OPENGL)
{
out.Write("\tgl_Position = %s.pos;\n", vertex);
AssignVSOutputMembers(out, "ps", vertex);
AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, uid_data->pixel_lighting);
}
else
{
@ -312,10 +325,10 @@ static void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_
out.Write("\toutput.Append(ps);\n");
}
template <class T>
static void EndPrimitive(T& out, API_TYPE ApiType)
static void EndPrimitive(T& out, geometry_shader_uid_data* uid_data, API_TYPE ApiType)
{
if (g_ActiveConfig.bWireFrame)
EmitVertex<T>(out, "first", ApiType);
EmitVertex<T>(out, uid_data, "first", ApiType);
if (ApiType == API_OPENGL)
out.Write("\tEndPrimitive();\n");