GeometryShader: Adjust positions after projection.

By adjusting the positions in clip space we can avoid the re-projection.
This commit is contained in:
Jules Blok
2014-11-04 01:12:00 +01:00
parent ee76c03160
commit 51a4d6a4be
3 changed files with 5 additions and 20 deletions

View File

@ -52,9 +52,6 @@ static inline void GenerateVSOutputStruct(T& object, API_TYPE api_type)
if (g_ActiveConfig.bEnablePixelLighting)
DefineVSOutputStructMember(object, api_type, "float4", "Normal", -1, "TEXCOORD", xfmem.numTexGen.numTexGens + 1);
if (g_ActiveConfig.iStereoMode > 0)
DefineVSOutputStructMember(object, api_type, "float4", "rawpos", -1, "POSITION");
object.Write("};\n");
}
@ -125,6 +122,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, SHADER_TEXTURE0_ATTRIB + i);
}
uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
out.Write("centroid out VS_OUTPUT %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "v" : "o");
out.Write("void main()\n{\n");
@ -205,10 +203,6 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
out.Write("o.pos = float4(dot(" I_PROJECTION"[0], pos), dot(" I_PROJECTION"[1], pos), dot(" I_PROJECTION"[2], pos), dot(" I_PROJECTION"[3], pos));\n");
uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
if (g_ActiveConfig.iStereoMode > 0)
out.Write("o.rawpos = pos;\n");
out.Write("int4 lacc;\n"
"float3 ldir, h;\n"
"float dist, dist2, attn;\n");