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

@ -245,40 +245,41 @@ inline void DefineOutputMember(T& object, API_TYPE api_type, const char* qualifi
}
template <class T>
inline void GenerateVSOutputMembers(T& object, API_TYPE api_type, const char* qualifier)
inline void GenerateVSOutputMembers(T& object, API_TYPE api_type, u32 texgens,
bool per_pixel_lighting, const char* qualifier)
{
DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, "POSITION");
DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 0, "COLOR", 0);
DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 1, "COLOR", 1);
for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
for (unsigned int i = 0; i < texgens; ++i)
DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, "TEXCOORD", i);
DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD",
xfmem.numTexGen.numTexGens);
DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD", texgens);
if (g_ActiveConfig.bEnablePixelLighting)
if (per_pixel_lighting)
{
DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, "TEXCOORD",
xfmem.numTexGen.numTexGens + 1);
texgens + 1);
DefineOutputMember(object, api_type, qualifier, "float3", "WorldPos", -1, "TEXCOORD",
xfmem.numTexGen.numTexGens + 2);
texgens + 2);
}
}
template <class T>
inline void AssignVSOutputMembers(T& object, const char* a, const char* b)
inline void AssignVSOutputMembers(T& object, const char* a, const char* b, u32 texgens,
bool per_pixel_lighting)
{
object.Write("\t%s.pos = %s.pos;\n", a, b);
object.Write("\t%s.colors_0 = %s.colors_0;\n", a, b);
object.Write("\t%s.colors_1 = %s.colors_1;\n", a, b);
for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
for (unsigned int i = 0; i < texgens; ++i)
object.Write("\t%s.tex%d = %s.tex%d;\n", a, i, b, i);
object.Write("\t%s.clipPos = %s.clipPos;\n", a, b);
if (g_ActiveConfig.bEnablePixelLighting)
if (per_pixel_lighting)
{
object.Write("\t%s.Normal = %s.Normal;\n", a, b);
object.Write("\t%s.WorldPos = %s.WorldPos;\n", a, b);
@ -293,23 +294,24 @@ inline void AssignVSOutputMembers(T& object, const char* a, const char* b)
// 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.
inline const char* GetInterpolationQualifier(bool in_glsl_interface_block = false, bool in = false)
inline const char* GetInterpolationQualifier(bool msaa, bool ssaa,
bool in_glsl_interface_block = false, bool in = false)
{
if (g_ActiveConfig.iMultisamples <= 1)
if (!msaa)
return "";
// Without GL_ARB_shading_language_420pack support, the interpolation qualifier must be
// "centroid in" and not "centroid", even within an interface block.
if (in_glsl_interface_block && !g_ActiveConfig.backend_info.bSupportsBindingLayout)
{
if (!g_ActiveConfig.bSSAA)
if (!ssaa)
return in ? "centroid in" : "centroid out";
else
return in ? "sample in" : "sample out";
}
else
{
if (!g_ActiveConfig.bSSAA)
if (!ssaa)
return "centroid";
else
return "sample";