mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
This adds line-width emulation support to OpenGL.
This commit is contained in:
parent
275af9c5e4
commit
55e60a9c22
@ -44,7 +44,6 @@
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<ClCompile Include="D3DUtil.cpp" />
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<ClCompile Include="FramebufferManager.cpp" />
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<ClCompile Include="GeometryShaderCache.cpp" />
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<ClCompile Include="LineGeometryShader.cpp" />
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<ClCompile Include="main.cpp" />
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<ClCompile Include="NativeVertexFormat.cpp" />
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<ClCompile Include="PerfQuery.cpp" />
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@ -69,7 +68,6 @@
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<ClInclude Include="FramebufferManager.h" />
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<ClInclude Include="GeometryShaderCache.h" />
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<ClInclude Include="Globals.h" />
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<ClInclude Include="LineGeometryShader.h" />
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<ClInclude Include="main.h" />
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<ClInclude Include="PerfQuery.h" />
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<ClInclude Include="PixelShaderCache.h" />
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@ -33,9 +33,6 @@
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<ClCompile Include="GeometryShaderCache.cpp">
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<Filter>Render</Filter>
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</ClCompile>
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<ClCompile Include="LineGeometryShader.cpp">
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<Filter>Render</Filter>
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</ClCompile>
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<ClCompile Include="NativeVertexFormat.cpp">
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<Filter>Render</Filter>
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</ClCompile>
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@ -99,9 +96,6 @@
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<ClInclude Include="GeometryShaderCache.h">
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<Filter>Render</Filter>
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</ClInclude>
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<ClInclude Include="LineGeometryShader.h">
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<Filter>Render</Filter>
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</ClInclude>
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<ClInclude Include="PerfQuery.h">
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<Filter>Render</Filter>
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</ClInclude>
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@ -1,239 +0,0 @@
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// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <sstream>
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DShader.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/LineGeometryShader.h"
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#include "VideoCommon/VertexShaderGen.h"
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namespace DX11
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{
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struct LineGSParams
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{
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FLOAT LineWidth; // In units of 1/6 of an EFB pixel
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FLOAT TexOffset;
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FLOAT VpWidth; // Width and height of the viewport in EFB pixels
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FLOAT VpHeight;
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FLOAT TexOffsetEnable[8]; // For each tex coordinate, whether to apply offset to it (1 on, 0 off)
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};
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union LineGSParams_Padded
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{
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LineGSParams params;
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// Constant buffers must be a multiple of 16 bytes in size.
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u8 pad[(sizeof(LineGSParams) + 15) & ~15];
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};
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static const char LINE_GS_COMMON[] =
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// The struct VS_OUTPUT used by the vertex shader goes here.
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"// dolphin-emu line geometry shader common part\n"
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"cbuffer cbParams : register(b0)\n"
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"{\n"
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"struct\n" // Should match LineGSParams above
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"{\n"
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"float LineWidth;\n"
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"float TexOffset;\n"
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"float VpWidth;\n"
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"float VpHeight;\n"
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"float TexOffsetEnable[8];\n"
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"} Params;\n"
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"}\n"
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"[maxvertexcount(4)]\n"
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"void main(line VS_OUTPUT input[2], inout TriangleStream<VS_OUTPUT> outStream)\n"
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"{\n"
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// Pretend input[0] is on the bottom and input[1] is on top.
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// We generate vertices to the left and right.
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"VS_OUTPUT l0 = input[0];\n"
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"VS_OUTPUT r0 = l0;\n"
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"VS_OUTPUT l1 = input[1];\n"
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"VS_OUTPUT r1 = l1;\n"
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// GameCube/Wii's line drawing algorithm is a little quirky. It does not
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// use the correct line caps. Instead, the line caps are vertical or
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// horizontal depending the slope of the line.
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"float2 offset;\n"
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"float2 to = abs(input[1].pos.xy - input[0].pos.xy);\n"
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// FIXME: What does real hardware do when line is at a 45-degree angle?
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// FIXME: Lines aren't drawn at the correct width. See Twilight Princess map.
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"if (Params.VpHeight*to.y > Params.VpWidth*to.x) {\n"
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// Line is more tall. Extend geometry left and right.
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// Lerp Params.LineWidth/2 from [0..VpWidth] to [-1..1]
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"offset = float2(Params.LineWidth/Params.VpWidth, 0);\n"
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"} else {\n"
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// Line is more wide. Extend geometry up and down.
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// Lerp Params.LineWidth/2 from [0..VpHeight] to [1..-1]
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"offset = float2(0, -Params.LineWidth/Params.VpHeight);\n"
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"}\n"
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"l0.pos.xy -= offset * input[0].pos.w;\n"
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"r0.pos.xy += offset * input[0].pos.w;\n"
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"l1.pos.xy -= offset * input[1].pos.w;\n"
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"r1.pos.xy += offset * input[1].pos.w;\n"
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"#ifndef NUM_TEXCOORDS\n"
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"#error NUM_TEXCOORDS not defined\n"
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"#endif\n"
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// Apply TexOffset to all tex coordinates in the vertex.
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// They can each be enabled separately.
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"#if NUM_TEXCOORDS >= 1\n"
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"r0.tex0.x += Params.TexOffset * Params.TexOffsetEnable[0];\n"
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"r1.tex0.x += Params.TexOffset * Params.TexOffsetEnable[0];\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 2\n"
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"r0.tex1.x += Params.TexOffset * Params.TexOffsetEnable[1];\n"
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"r1.tex1.x += Params.TexOffset * Params.TexOffsetEnable[1];\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 3\n"
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"r0.tex2.x += Params.TexOffset * Params.TexOffsetEnable[2];\n"
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"r1.tex2.x += Params.TexOffset * Params.TexOffsetEnable[2];\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 4\n"
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"r0.tex3.x += Params.TexOffset * Params.TexOffsetEnable[3];\n"
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"r1.tex3.x += Params.TexOffset * Params.TexOffsetEnable[3];\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 5\n"
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"r0.tex4.x += Params.TexOffset * Params.TexOffsetEnable[4];\n"
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"r1.tex4.x += Params.TexOffset * Params.TexOffsetEnable[4];\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 6\n"
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"r0.tex5.x += Params.TexOffset * Params.TexOffsetEnable[5];\n"
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"r1.tex5.x += Params.TexOffset * Params.TexOffsetEnable[5];\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 7\n"
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"r0.tex6.x += Params.TexOffset * Params.TexOffsetEnable[6];\n"
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"r1.tex6.x += Params.TexOffset * Params.TexOffsetEnable[6];\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 8\n"
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"r0.tex7.x += Params.TexOffset * Params.TexOffsetEnable[7];\n"
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"r1.tex7.x += Params.TexOffset * Params.TexOffsetEnable[7];\n"
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"#endif\n"
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"outStream.Append(l0);\n"
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"outStream.Append(r0);\n"
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"outStream.Append(l1);\n"
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"outStream.Append(r1);\n"
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"}\n"
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;
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LineGeometryShader::LineGeometryShader()
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: m_ready(false), m_paramsBuffer(nullptr)
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{ }
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void LineGeometryShader::Init()
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{
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m_ready = false;
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HRESULT hr;
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// Create constant buffer for uploading data to geometry shader
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D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(LineGSParams_Padded),
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D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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hr = D3D::device->CreateBuffer(&bd, nullptr, &m_paramsBuffer);
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CHECK(SUCCEEDED(hr), "create line geometry shader params buffer");
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D3D::SetDebugObjectName(m_paramsBuffer, "line geometry shader params buffer");
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m_ready = true;
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}
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void LineGeometryShader::Shutdown()
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{
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m_ready = false;
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for (auto& it : m_shaders)
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{
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SAFE_RELEASE(it.second);
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}
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m_shaders.clear();
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SAFE_RELEASE(m_paramsBuffer);
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}
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bool LineGeometryShader::SetShader(u32 components, float lineWidth,
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float texOffset, float vpWidth, float vpHeight, const bool* texOffsetEnable)
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{
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if (!m_ready)
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return false;
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// Make sure geometry shader for "components" is available
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ComboMap::iterator shaderIt = m_shaders.find(components);
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if (shaderIt == m_shaders.end())
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{
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// Generate new shader. Warning: not thread-safe.
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static char buffer[16384];
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ShaderCode code;
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code.SetBuffer(buffer);
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GenerateVSOutputStruct<ShaderCode>(code, API_D3D);
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code.Write("\n%s", LINE_GS_COMMON);
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std::stringstream numTexCoordsStream;
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numTexCoordsStream << xfmem.numTexGen.numTexGens;
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INFO_LOG(VIDEO, "Compiling line geometry shader for components 0x%.08X (num texcoords %d)",
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components, xfmem.numTexGen.numTexGens);
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const std::string& numTexCoordsStr = numTexCoordsStream.str();
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D3D_SHADER_MACRO macros[] = {
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{ "NUM_TEXCOORDS", numTexCoordsStr.c_str() },
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{ nullptr, nullptr }
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};
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ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code.GetBuffer(), macros);
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if (!newShader)
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{
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WARN_LOG(VIDEO, "Line geometry shader for components 0x%.08X failed to compile", components);
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// Add dummy shader to prevent trying to compile again
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m_shaders[components] = nullptr;
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return false;
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}
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shaderIt = m_shaders.insert(std::make_pair(components, newShader)).first;
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}
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if (shaderIt != m_shaders.end())
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{
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if (shaderIt->second)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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HRESULT hr = D3D::context->Map(m_paramsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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if (SUCCEEDED(hr))
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{
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LineGSParams* params = (LineGSParams*)map.pData;
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params->LineWidth = lineWidth;
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params->TexOffset = texOffset;
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params->VpWidth = vpWidth;
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params->VpHeight = vpHeight;
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for (int i = 0; i < 8; ++i)
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params->TexOffsetEnable[i] = texOffsetEnable[i] ? 1.f : 0.f;
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D3D::context->Unmap(m_paramsBuffer, 0);
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}
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else
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ERROR_LOG(VIDEO, "Failed to map line gs params buffer");
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DEBUG_LOG(VIDEO, "Line params: width %f, texOffset %f, vpWidth %f, vpHeight %f",
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lineWidth, texOffset, vpWidth, vpHeight);
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D3D::stateman->SetGeometryShader(shaderIt->second);
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D3D::stateman->SetGeometryConstants(m_paramsBuffer);
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return true;
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}
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else
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return false;
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}
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else
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return false;
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}
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}
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@ -1,42 +0,0 @@
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// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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#include "VideoCommon/VideoCommon.h"
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struct ID3D11Buffer;
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struct ID3D11GeometryShader;
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namespace DX11
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{
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// This class manages a collection of line geometry shaders, one for each
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// vertex format.
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class LineGeometryShader
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{
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public:
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LineGeometryShader();
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void Init();
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void Shutdown();
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// Returns true on success, false on failure
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bool SetShader(u32 components, float lineWidth, float texOffset,
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float vpWidth, float vpHeight, const bool* texOffsetEnable);
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private:
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bool m_ready;
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ID3D11Buffer* m_paramsBuffer;
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typedef std::map<u32, ID3D11GeometryShader*> ComboMap;
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ComboMap m_shaders;
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};
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}
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@ -1252,11 +1252,6 @@ void Renderer::SetDitherMode()
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// TODO: Set dither mode to bpmem.blendmode.dither
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}
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void Renderer::SetLineWidth()
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{
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// TODO
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}
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void Renderer::SetSamplerState(int stage, int texindex)
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{
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const FourTexUnits &tex = bpmem.tex[texindex];
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@ -19,7 +19,6 @@ public:
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void SetDepthMode() override;
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void SetLogicOpMode() override;
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void SetDitherMode() override;
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void SetLineWidth() override;
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void SetSamplerState(int stage,int texindex) override;
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void SetInterlacingMode() override;
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void SetViewport() override;
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@ -49,14 +49,12 @@ void VertexManager::CreateDeviceObjects()
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m_currentBuffer = 0;
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m_bufferCursor = MAX_BUFFER_SIZE;
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m_lineShader.Init();
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m_pointShader.Init();
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}
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void VertexManager::DestroyDeviceObjects()
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{
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m_pointShader.Shutdown();
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m_lineShader.Shutdown();
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for (int i = 0; i < MAX_BUFFER_COUNT; i++)
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{
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@ -147,28 +145,16 @@ void VertexManager::Draw(u32 stride)
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}
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else if (current_primitive_type == PRIMITIVE_LINES)
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{
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float lineWidth = float(bpmem.lineptwidth.linesize) / 6.f;
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float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.lineoff];
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float vpWidth = 2.0f * xfmem.viewport.wd;
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float vpHeight = -2.0f * xfmem.viewport.ht;
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D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
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D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
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D3D::stateman->SetGeometryShader(GeometryShaderCache::GetActiveShader());
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bool texOffsetEnable[8];
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D3D::stateman->Apply();
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D3D::context->DrawIndexed(indices, startIndex, baseVertex);
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for (int i = 0; i < 8; ++i)
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texOffsetEnable[i] = bpmem.texcoords[i].s.line_offset;
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INCSTAT(stats.thisFrame.numDrawCalls);
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if (m_lineShader.SetShader(components, lineWidth,
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texOffset, vpWidth, vpHeight, texOffsetEnable))
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{
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D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
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D3D::stateman->Apply();
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D3D::context->DrawIndexed(indices, startIndex, baseVertex);
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INCSTAT(stats.thisFrame.numDrawCalls);
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D3D::stateman->SetGeometryShader(nullptr);
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}
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D3D::stateman->SetGeometryShader(nullptr);
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}
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else //if (current_primitive_type == PRIMITIVE_POINTS)
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{
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#pragma once
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#include "VideoBackends/D3D/LineGeometryShader.h"
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#include "VideoBackends/D3D/PointGeometryShader.h"
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#include "VideoCommon/VertexManagerBase.h"
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enum { MAX_BUFFER_COUNT = 2 };
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ID3D11Buffer* m_buffers[MAX_BUFFER_COUNT];
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LineGeometryShader m_lineShader;
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PointGeometryShader m_pointShader;
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std::vector<u8> LocalVBuffer;
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@ -881,9 +881,6 @@ void Renderer::DrawDebugInfo()
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GLsizei count = static_cast<GLsizei>(stats.efb_regions.size() * 2*6);
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glDrawArrays(GL_LINES, 0, count);
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// Restore Line Size
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SetLineWidth();
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// Clear stored regions
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stats.efb_regions.clear();
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}
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@ -1901,17 +1898,6 @@ void Renderer::SetDitherMode()
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glDisable(GL_DITHER);
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}
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void Renderer::SetLineWidth()
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{
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float fratio = xfmem.viewport.wd != 0 ?
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((float)Renderer::GetTargetWidth() / EFB_WIDTH) : 1.0f;
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if (bpmem.lineptwidth.linesize > 0)
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// scale by ratio of widths
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glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f);
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if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL && bpmem.lineptwidth.pointsize > 0)
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glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f);
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}
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void Renderer::SetSamplerState(int stage, int texindex)
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{
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auto const& tex = bpmem.tex[texindex];
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void SetDepthMode() override;
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void SetLogicOpMode() override;
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void SetDitherMode() override;
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void SetLineWidth() override;
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void SetSamplerState(int stage,int texindex) override;
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void SetInterlacingMode() override;
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void SetViewport() override;
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@ -62,11 +62,6 @@ void SetScissor()
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g_renderer->SetScissorRect(rc);
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}
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void SetLineWidth()
|
||||
{
|
||||
g_renderer->SetLineWidth();
|
||||
}
|
||||
|
||||
void SetDepthMode()
|
||||
{
|
||||
g_renderer->SetDepthMode();
|
||||
|
@ -18,7 +18,6 @@ namespace BPFunctions
|
||||
void FlushPipeline();
|
||||
void SetGenerationMode();
|
||||
void SetScissor();
|
||||
void SetLineWidth();
|
||||
void SetDepthMode();
|
||||
void SetBlendMode();
|
||||
void SetDitherMode();
|
||||
|
@ -1371,7 +1371,6 @@ void BPReload()
|
||||
// note that PixelShaderManager is already covered since it has its own DoState.
|
||||
SetGenerationMode();
|
||||
SetScissor();
|
||||
SetLineWidth();
|
||||
SetDepthMode();
|
||||
SetLogicOpMode();
|
||||
SetDitherMode();
|
||||
|
@ -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);
|
||||
|
@ -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;
|
||||
|
Loading…
Reference in New Issue
Block a user