VideoCommon: Merge LineGeometryShader into GeometryShaderGen.

This adds line-width emulation support to OpenGL.
This commit is contained in:
Jules Blok 2014-12-15 22:12:17 +01:00
parent 275af9c5e4
commit 55e60a9c22
15 changed files with 81 additions and 366 deletions

View File

@ -44,7 +44,6 @@
<ClCompile Include="D3DUtil.cpp" />
<ClCompile Include="FramebufferManager.cpp" />
<ClCompile Include="GeometryShaderCache.cpp" />
<ClCompile Include="LineGeometryShader.cpp" />
<ClCompile Include="main.cpp" />
<ClCompile Include="NativeVertexFormat.cpp" />
<ClCompile Include="PerfQuery.cpp" />
@ -69,7 +68,6 @@
<ClInclude Include="FramebufferManager.h" />
<ClInclude Include="GeometryShaderCache.h" />
<ClInclude Include="Globals.h" />
<ClInclude Include="LineGeometryShader.h" />
<ClInclude Include="main.h" />
<ClInclude Include="PerfQuery.h" />
<ClInclude Include="PixelShaderCache.h" />

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@ -33,9 +33,6 @@
<ClCompile Include="GeometryShaderCache.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="LineGeometryShader.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="NativeVertexFormat.cpp">
<Filter>Render</Filter>
</ClCompile>
@ -99,9 +96,6 @@
<ClInclude Include="GeometryShaderCache.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="LineGeometryShader.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="PerfQuery.h">
<Filter>Render</Filter>
</ClInclude>

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@ -1,239 +0,0 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <sstream>
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/LineGeometryShader.h"
#include "VideoCommon/VertexShaderGen.h"
namespace DX11
{
struct LineGSParams
{
FLOAT LineWidth; // In units of 1/6 of an EFB pixel
FLOAT TexOffset;
FLOAT VpWidth; // Width and height of the viewport in EFB pixels
FLOAT VpHeight;
FLOAT TexOffsetEnable[8]; // For each tex coordinate, whether to apply offset to it (1 on, 0 off)
};
union LineGSParams_Padded
{
LineGSParams params;
// Constant buffers must be a multiple of 16 bytes in size.
u8 pad[(sizeof(LineGSParams) + 15) & ~15];
};
static const char LINE_GS_COMMON[] =
// The struct VS_OUTPUT used by the vertex shader goes here.
"// dolphin-emu line geometry shader common part\n"
"cbuffer cbParams : register(b0)\n"
"{\n"
"struct\n" // Should match LineGSParams above
"{\n"
"float LineWidth;\n"
"float TexOffset;\n"
"float VpWidth;\n"
"float VpHeight;\n"
"float TexOffsetEnable[8];\n"
"} Params;\n"
"}\n"
"[maxvertexcount(4)]\n"
"void main(line VS_OUTPUT input[2], inout TriangleStream<VS_OUTPUT> outStream)\n"
"{\n"
// Pretend input[0] is on the bottom and input[1] is on top.
// We generate vertices to the left and right.
"VS_OUTPUT l0 = input[0];\n"
"VS_OUTPUT r0 = l0;\n"
"VS_OUTPUT l1 = input[1];\n"
"VS_OUTPUT r1 = l1;\n"
// GameCube/Wii's line drawing algorithm is a little quirky. It does not
// use the correct line caps. Instead, the line caps are vertical or
// horizontal depending the slope of the line.
"float2 offset;\n"
"float2 to = abs(input[1].pos.xy - input[0].pos.xy);\n"
// FIXME: What does real hardware do when line is at a 45-degree angle?
// FIXME: Lines aren't drawn at the correct width. See Twilight Princess map.
"if (Params.VpHeight*to.y > Params.VpWidth*to.x) {\n"
// Line is more tall. Extend geometry left and right.
// Lerp Params.LineWidth/2 from [0..VpWidth] to [-1..1]
"offset = float2(Params.LineWidth/Params.VpWidth, 0);\n"
"} else {\n"
// Line is more wide. Extend geometry up and down.
// Lerp Params.LineWidth/2 from [0..VpHeight] to [1..-1]
"offset = float2(0, -Params.LineWidth/Params.VpHeight);\n"
"}\n"
"l0.pos.xy -= offset * input[0].pos.w;\n"
"r0.pos.xy += offset * input[0].pos.w;\n"
"l1.pos.xy -= offset * input[1].pos.w;\n"
"r1.pos.xy += offset * input[1].pos.w;\n"
"#ifndef NUM_TEXCOORDS\n"
"#error NUM_TEXCOORDS not defined\n"
"#endif\n"
// Apply TexOffset to all tex coordinates in the vertex.
// They can each be enabled separately.
"#if NUM_TEXCOORDS >= 1\n"
"r0.tex0.x += Params.TexOffset * Params.TexOffsetEnable[0];\n"
"r1.tex0.x += Params.TexOffset * Params.TexOffsetEnable[0];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 2\n"
"r0.tex1.x += Params.TexOffset * Params.TexOffsetEnable[1];\n"
"r1.tex1.x += Params.TexOffset * Params.TexOffsetEnable[1];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 3\n"
"r0.tex2.x += Params.TexOffset * Params.TexOffsetEnable[2];\n"
"r1.tex2.x += Params.TexOffset * Params.TexOffsetEnable[2];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 4\n"
"r0.tex3.x += Params.TexOffset * Params.TexOffsetEnable[3];\n"
"r1.tex3.x += Params.TexOffset * Params.TexOffsetEnable[3];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 5\n"
"r0.tex4.x += Params.TexOffset * Params.TexOffsetEnable[4];\n"
"r1.tex4.x += Params.TexOffset * Params.TexOffsetEnable[4];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 6\n"
"r0.tex5.x += Params.TexOffset * Params.TexOffsetEnable[5];\n"
"r1.tex5.x += Params.TexOffset * Params.TexOffsetEnable[5];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 7\n"
"r0.tex6.x += Params.TexOffset * Params.TexOffsetEnable[6];\n"
"r1.tex6.x += Params.TexOffset * Params.TexOffsetEnable[6];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 8\n"
"r0.tex7.x += Params.TexOffset * Params.TexOffsetEnable[7];\n"
"r1.tex7.x += Params.TexOffset * Params.TexOffsetEnable[7];\n"
"#endif\n"
"outStream.Append(l0);\n"
"outStream.Append(r0);\n"
"outStream.Append(l1);\n"
"outStream.Append(r1);\n"
"}\n"
;
LineGeometryShader::LineGeometryShader()
: m_ready(false), m_paramsBuffer(nullptr)
{ }
void LineGeometryShader::Init()
{
m_ready = false;
HRESULT hr;
// Create constant buffer for uploading data to geometry shader
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(LineGSParams_Padded),
D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
hr = D3D::device->CreateBuffer(&bd, nullptr, &m_paramsBuffer);
CHECK(SUCCEEDED(hr), "create line geometry shader params buffer");
D3D::SetDebugObjectName(m_paramsBuffer, "line geometry shader params buffer");
m_ready = true;
}
void LineGeometryShader::Shutdown()
{
m_ready = false;
for (auto& it : m_shaders)
{
SAFE_RELEASE(it.second);
}
m_shaders.clear();
SAFE_RELEASE(m_paramsBuffer);
}
bool LineGeometryShader::SetShader(u32 components, float lineWidth,
float texOffset, float vpWidth, float vpHeight, const bool* texOffsetEnable)
{
if (!m_ready)
return false;
// Make sure geometry shader for "components" is available
ComboMap::iterator shaderIt = m_shaders.find(components);
if (shaderIt == m_shaders.end())
{
// Generate new shader. Warning: not thread-safe.
static char buffer[16384];
ShaderCode code;
code.SetBuffer(buffer);
GenerateVSOutputStruct<ShaderCode>(code, API_D3D);
code.Write("\n%s", LINE_GS_COMMON);
std::stringstream numTexCoordsStream;
numTexCoordsStream << xfmem.numTexGen.numTexGens;
INFO_LOG(VIDEO, "Compiling line geometry shader for components 0x%.08X (num texcoords %d)",
components, xfmem.numTexGen.numTexGens);
const std::string& numTexCoordsStr = numTexCoordsStream.str();
D3D_SHADER_MACRO macros[] = {
{ "NUM_TEXCOORDS", numTexCoordsStr.c_str() },
{ nullptr, nullptr }
};
ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code.GetBuffer(), macros);
if (!newShader)
{
WARN_LOG(VIDEO, "Line geometry shader for components 0x%.08X failed to compile", components);
// Add dummy shader to prevent trying to compile again
m_shaders[components] = nullptr;
return false;
}
shaderIt = m_shaders.insert(std::make_pair(components, newShader)).first;
}
if (shaderIt != m_shaders.end())
{
if (shaderIt->second)
{
D3D11_MAPPED_SUBRESOURCE map;
HRESULT hr = D3D::context->Map(m_paramsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
if (SUCCEEDED(hr))
{
LineGSParams* params = (LineGSParams*)map.pData;
params->LineWidth = lineWidth;
params->TexOffset = texOffset;
params->VpWidth = vpWidth;
params->VpHeight = vpHeight;
for (int i = 0; i < 8; ++i)
params->TexOffsetEnable[i] = texOffsetEnable[i] ? 1.f : 0.f;
D3D::context->Unmap(m_paramsBuffer, 0);
}
else
ERROR_LOG(VIDEO, "Failed to map line gs params buffer");
DEBUG_LOG(VIDEO, "Line params: width %f, texOffset %f, vpWidth %f, vpHeight %f",
lineWidth, texOffset, vpWidth, vpHeight);
D3D::stateman->SetGeometryShader(shaderIt->second);
D3D::stateman->SetGeometryConstants(m_paramsBuffer);
return true;
}
else
return false;
}
else
return false;
}
}

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@ -1,42 +0,0 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include "VideoCommon/VideoCommon.h"
struct ID3D11Buffer;
struct ID3D11GeometryShader;
namespace DX11
{
// This class manages a collection of line geometry shaders, one for each
// vertex format.
class LineGeometryShader
{
public:
LineGeometryShader();
void Init();
void Shutdown();
// Returns true on success, false on failure
bool SetShader(u32 components, float lineWidth, float texOffset,
float vpWidth, float vpHeight, const bool* texOffsetEnable);
private:
bool m_ready;
ID3D11Buffer* m_paramsBuffer;
typedef std::map<u32, ID3D11GeometryShader*> ComboMap;
ComboMap m_shaders;
};
}

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@ -1252,11 +1252,6 @@ void Renderer::SetDitherMode()
// TODO: Set dither mode to bpmem.blendmode.dither
}
void Renderer::SetLineWidth()
{
// TODO
}
void Renderer::SetSamplerState(int stage, int texindex)
{
const FourTexUnits &tex = bpmem.tex[texindex];

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@ -19,7 +19,6 @@ public:
void SetDepthMode() override;
void SetLogicOpMode() override;
void SetDitherMode() override;
void SetLineWidth() override;
void SetSamplerState(int stage,int texindex) override;
void SetInterlacingMode() override;
void SetViewport() override;

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@ -49,14 +49,12 @@ void VertexManager::CreateDeviceObjects()
m_currentBuffer = 0;
m_bufferCursor = MAX_BUFFER_SIZE;
m_lineShader.Init();
m_pointShader.Init();
}
void VertexManager::DestroyDeviceObjects()
{
m_pointShader.Shutdown();
m_lineShader.Shutdown();
for (int i = 0; i < MAX_BUFFER_COUNT; i++)
{
@ -147,28 +145,16 @@ void VertexManager::Draw(u32 stride)
}
else if (current_primitive_type == PRIMITIVE_LINES)
{
float lineWidth = float(bpmem.lineptwidth.linesize) / 6.f;
float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.lineoff];
float vpWidth = 2.0f * xfmem.viewport.wd;
float vpHeight = -2.0f * xfmem.viewport.ht;
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
D3D::stateman->SetGeometryShader(GeometryShaderCache::GetActiveShader());
bool texOffsetEnable[8];
D3D::stateman->Apply();
D3D::context->DrawIndexed(indices, startIndex, baseVertex);
for (int i = 0; i < 8; ++i)
texOffsetEnable[i] = bpmem.texcoords[i].s.line_offset;
INCSTAT(stats.thisFrame.numDrawCalls);
if (m_lineShader.SetShader(components, lineWidth,
texOffset, vpWidth, vpHeight, texOffsetEnable))
{
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::stateman->Apply();
D3D::context->DrawIndexed(indices, startIndex, baseVertex);
INCSTAT(stats.thisFrame.numDrawCalls);
D3D::stateman->SetGeometryShader(nullptr);
}
D3D::stateman->SetGeometryShader(nullptr);
}
else //if (current_primitive_type == PRIMITIVE_POINTS)
{

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@ -4,7 +4,6 @@
#pragma once
#include "VideoBackends/D3D/LineGeometryShader.h"
#include "VideoBackends/D3D/PointGeometryShader.h"
#include "VideoCommon/VertexManagerBase.h"
@ -40,7 +39,6 @@ private:
enum { MAX_BUFFER_COUNT = 2 };
ID3D11Buffer* m_buffers[MAX_BUFFER_COUNT];
LineGeometryShader m_lineShader;
PointGeometryShader m_pointShader;
std::vector<u8> LocalVBuffer;

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@ -881,9 +881,6 @@ void Renderer::DrawDebugInfo()
GLsizei count = static_cast<GLsizei>(stats.efb_regions.size() * 2*6);
glDrawArrays(GL_LINES, 0, count);
// Restore Line Size
SetLineWidth();
// Clear stored regions
stats.efb_regions.clear();
}
@ -1901,17 +1898,6 @@ void Renderer::SetDitherMode()
glDisable(GL_DITHER);
}
void Renderer::SetLineWidth()
{
float fratio = xfmem.viewport.wd != 0 ?
((float)Renderer::GetTargetWidth() / EFB_WIDTH) : 1.0f;
if (bpmem.lineptwidth.linesize > 0)
// scale by ratio of widths
glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f);
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL && bpmem.lineptwidth.pointsize > 0)
glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f);
}
void Renderer::SetSamplerState(int stage, int texindex)
{
auto const& tex = bpmem.tex[texindex];

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@ -57,7 +57,6 @@ public:
void SetDepthMode() override;
void SetLogicOpMode() override;
void SetDitherMode() override;
void SetLineWidth() override;
void SetSamplerState(int stage,int texindex) override;
void SetInterlacingMode() override;
void SetViewport() override;

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@ -62,11 +62,6 @@ void SetScissor()
g_renderer->SetScissorRect(rc);
}
void SetLineWidth()
{
g_renderer->SetLineWidth();
}
void SetDepthMode()
{
g_renderer->SetDepthMode();

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@ -18,7 +18,6 @@ namespace BPFunctions
void FlushPipeline();
void SetGenerationMode();
void SetScissor();
void SetLineWidth();
void SetDepthMode();
void SetBlendMode();
void SetDitherMode();

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@ -1371,7 +1371,6 @@ void BPReload()
// note that PixelShaderManager is already covered since it has its own DoState.
SetGenerationMode();
SetScissor();
SetLineWidth();
SetDepthMode();
SetLogicOpMode();
SetDitherMode();

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@ -4,6 +4,7 @@
#include <cmath>
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/VertexManagerBase.h"
@ -43,17 +44,22 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
uid_data->primitive_type = primitive_type;
const unsigned int vertex_in = primitive_type + 1;
uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
const unsigned int vertex_out = primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4;
uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
if (ApiType == API_OPENGL)
{
// Insert layout parameters
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
{
out.Write("layout(%s, invocations = %d) in;\n", primitives_ogl[primitive_type], g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
out.Write("layout(triangle_strip, max_vertices = %d) out;\n", vertex_out);
}
else
{
out.Write("layout(%s) in;\n", primitives_ogl[primitive_type]);
out.Write("layout(triangle_strip, max_vertices = %d) out;\n", g_ActiveConfig.backend_info.bSupportsGSInstancing ? vertex_out : vertex_out * 2);
out.Write("layout(triangle_strip, max_vertices = %d) out;\n", g_ActiveConfig.iStereoMode > 0 ? vertex_out * 2 : vertex_out);
}
}
out.Write("%s", s_lighting_struct);
@ -98,15 +104,15 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
out.Write("};\n");
out.Write("[maxvertexcount(%d)]\n", vertex_out);
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
{
out.Write("[instance(%d)]\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
out.Write("void main(%s VS_OUTPUT o[%d], inout TriangleStream<GS_OUTPUT> Output, in uint InstanceID : SV_GSInstanceID)\n{\n", primitives_d3d[primitive_type], vertex_in);
out.Write("[maxvertexcount(%d)]\n[instance(%d)]\n", vertex_out, g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
out.Write("void main(%s VS_OUTPUT o[%d], inout TriangleStream<GS_OUTPUT> output, in uint InstanceID : SV_GSInstanceID)\n{\n", primitives_d3d[primitive_type], vertex_in);
}
else
{
out.Write("void main(%s VS_OUTPUT o[%d], inout TriangleStream<GS_OUTPUT> Output)\n{\n", primitives_d3d[primitive_type], vertex_in);
out.Write("[maxvertexcount(%d)]\n", g_ActiveConfig.iStereoMode > 0 ? vertex_out * 2 : vertex_out);
out.Write("void main(%s VS_OUTPUT o[%d], inout TriangleStream<GS_OUTPUT> output)\n{\n", primitives_d3d[primitive_type], vertex_in);
}
out.Write("\tGS_OUTPUT gs;\n");
@ -114,6 +120,27 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
out.Write("\tVS_OUTPUT f;\n");
if (primitive_type == PRIMITIVE_LINES)
{
// GameCube/Wii's line drawing algorithm is a little quirky. It does not
// use the correct line caps. Instead, the line caps are vertical or
// horizontal depending the slope of the line.
out.Write("\tfloat2 offset;\n");
out.Write("\tfloat2 to = abs(o[1].pos.xy - o[0].pos.xy);\n");
// FIXME: What does real hardware do when line is at a 45-degree angle?
// FIXME: Lines aren't drawn at the correct width. See Twilight Princess map.
out.Write("\tif (" I_VIEWPORT".y * to.y > " I_VIEWPORT".x * to.x) {\n");
// Line is more tall. Extend geometry left and right.
// Lerp LineWidth/2 from [0..VpWidth] to [-1..1]
out.Write("\t\toffset = float2(" I_LINEPTWIDTH"[0] / " I_VIEWPORT".x, 0);\n");
out.Write("\t} else {\n");
// Line is more wide. Extend geometry up and down.
// Lerp LineWidth/2 from [0..VpHeight] to [1..-1]
out.Write("\t\toffset = float2(0, -" I_LINEPTWIDTH"[0] / " I_VIEWPORT".y);\n");
out.Write("\t}\n");
}
if (g_ActiveConfig.iStereoMode > 0)
{
// If the GPU supports invocation we don't need a for loop and can simply use the
@ -121,24 +148,22 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
out.Write("\tint eye = InstanceID;\n");
else
out.Write("\tfor (int eye = 0; eye < %d; ++eye) {\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
out.Write("\tfor (int eye = 0; eye < 2; ++eye) {\n");
}
out.Write("\tfor (int i = 0; i < %d; ++i) {\n", vertex_in);
out.Write("\t\tf = o[i];\n");
out.Write("\t\tfloat4 pos = o[i].pos;\n");
out.Write("\tVS_OUTPUT f = o[i];\n");
if (g_ActiveConfig.iStereoMode > 0)
{
// Select the output layer
if (ApiType == API_OPENGL)
{
out.Write("\t\tgl_Layer = eye;\n");
out.Write("\t\tlayer = eye;\n");
out.Write("\tgl_Layer = eye;\n");
out.Write("\tlayer = eye;\n");
}
else
out.Write("\t\tgs.layer = eye;\n");
out.Write("\tgs.layer = eye;\n");
// For stereoscopy add a small horizontal offset in Normalized Device Coordinates proportional
// to the depth of the vertex. We retrieve the depth value from the w-component of the projected
@ -147,30 +172,40 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
// the depth value. This results in objects at a distance smaller than the convergence
// distance to seemingly appear in front of the screen.
// This formula is based on page 13 of the "Nvidia 3D Vision Automatic, Best Practices Guide"
out.Write("\t\tf.clipPos.x = o[i].clipPos.x + " I_STEREOPARAMS"[eye] * (o[i].clipPos.w - " I_STEREOPARAMS"[2]);\n");
out.Write("\t\tpos.x = o[i].pos.x + " I_STEREOPARAMS"[eye] * (o[i].pos.w - " I_STEREOPARAMS"[2]);\n");
out.Write("\t\tf.pos.x = pos.x;\n");
out.Write("\tf.clipPos.x += " I_STEREOPARAMS"[eye] * (o[i].clipPos.w - " I_STEREOPARAMS"[2]);\n");
out.Write("\tf.pos.x += " I_STEREOPARAMS"[eye] * (o[i].pos.w - " I_STEREOPARAMS"[2]);\n");
}
if (ApiType == API_OPENGL)
out.Write("\t\tgl_Position = pos;\n");
if (primitive_type == PRIMITIVE_LINES)
{
out.Write("\tVS_OUTPUT l = f;\n");
out.Write("\tVS_OUTPUT r = f;\n");
out.Write("\t\t%s = f;\n", (ApiType == API_OPENGL) ? "vs" : "gs.vs");
out.Write("\tl.pos.xy -= offset * l.pos.w;\n");
out.Write("\tr.pos.xy += offset * r.pos.w;\n");
if (ApiType == API_OPENGL)
out.Write("\t\tEmitVertex();\n");
for (unsigned int i = 0; i < bpmem.genMode.numtexgens; ++i)
{
out.Write("\tr.tex%d.x += " I_LINEPTWIDTH"[2] * (" I_TEXOFFSETFLAGS"[%d] % 2);\n", i, i);
}
EmitVertex<T>(out, "l", ApiType);
EmitVertex<T>(out, "r", ApiType);
}
else
out.Write("\t\tOutput.Append(gs);\n");
{
EmitVertex<T>(out, "f", ApiType);
}
out.Write("\t}\n");
if (ApiType == API_OPENGL)
out.Write("\tEndPrimitive();\n");
else
out.Write("\tOutput.RestartStrip();\n");
out.Write("\toutput.RestartStrip();\n");
if (!g_ActiveConfig.backend_info.bSupportsGSInstancing)
out.Write("\t}\n");
if (g_ActiveConfig.iStereoMode > 0 && !g_ActiveConfig.backend_info.bSupportsGSInstancing)
out.Write("\t}\n");
out.Write("}\n");
@ -181,6 +216,20 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
}
}
template<class T>
static inline void EmitVertex(T& out, const char *vertex, API_TYPE ApiType)
{
if (ApiType == API_OPENGL)
out.Write("\tgl_Position = %s.pos;\n", vertex);
out.Write("\t%s = %s;\n", (ApiType == API_OPENGL) ? "vs" : "gs.vs", vertex);
if (ApiType == API_OPENGL)
out.Write("\tEmitVertex();\n");
else
out.Write("\toutput.Append(gs);\n");
}
void GetGeometryShaderUid(GeometryShaderUid& object, u32 primitive_type, API_TYPE ApiType)
{
GenerateGeometryShader<GeometryShaderUid>(object, primitive_type, ApiType);

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@ -57,7 +57,6 @@ public:
virtual void SetDepthMode() = 0;
virtual void SetLogicOpMode() = 0;
virtual void SetDitherMode() = 0;
virtual void SetLineWidth() = 0;
virtual void SetSamplerState(int stage,int texindex) = 0;
virtual void SetInterlacingMode() = 0;
virtual void SetViewport() = 0;