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D3D: Add geometry shader instancing support.
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@ -64,8 +64,16 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
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}
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else // D3D
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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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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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@ -75,13 +83,19 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
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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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out.Write("\tint l = gl_InvocationID;\n");
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{
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if (ApiType == API_OPENGL)
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out.Write("\tint l = gl_InvocationID;\n");
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else
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out.Write("\tint l = InstanceID;\n");
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}
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else
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out.Write("\tfor (int l = 0; l < %d; ++l) {\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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out.Write("\t\tgs.layer = l;\n");
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// Select the output layer
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out.Write("\t\tgs.layer = l;\n");
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if (ApiType == API_OPENGL)
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out.Write("\t\tgl_Layer = l;\n");
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@ -118,7 +132,7 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
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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("\t\tOutput.RestartStrip();\n");
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out.Write("\tOutput.RestartStrip();\n");
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if (!g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("\t}\n");
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