GeometryShader: Transform the projection within the geometry shader.

Reduces the amount of data transferred through uniforms.
The shearing transformation is reduced to a single multiplication/addition for optimization.
This commit is contained in:
Jules Blok
2014-10-30 02:08:15 +01:00
parent 4fd943aedd
commit 6cacfad010
4 changed files with 14 additions and 24 deletions

View File

@ -515,25 +515,13 @@ void VertexShaderManager::SetConstants()
if (g_ActiveConfig.bStereo && xfmem.projection.type == GX_PERSPECTIVE)
{
Matrix44 projMtx;
Matrix44::Set(projMtx, g_fProjectionMatrix);
Matrix44 leftShearMtx, rightShearMtx;
Matrix44::Shear(leftShearMtx, g_ActiveConfig.iStereoSeparation / (200.0f * g_ActiveConfig.iStereoFocalLength));
Matrix44::Shear(rightShearMtx, -g_ActiveConfig.iStereoSeparation / (200.0f * g_ActiveConfig.iStereoFocalLength));
Matrix44 leftProjMtx, rightProjMtx, leftCorrectedMtx, rightCorrectedMtx;
Matrix44::Multiply(projMtx, leftShearMtx, leftProjMtx);
Matrix44::Multiply(s_viewportCorrection, leftProjMtx, leftCorrectedMtx);
Matrix44::Multiply(projMtx, rightShearMtx, rightProjMtx);
Matrix44::Multiply(s_viewportCorrection, rightProjMtx, rightCorrectedMtx);
memcpy(constants.stereoprojection, leftCorrectedMtx.data, 4*16);
memcpy(constants.stereoprojection + 4, rightCorrectedMtx.data, 4*16);
float offset = g_ActiveConfig.iStereoSeparation / (200.0f * g_ActiveConfig.iStereoFocalLength);
constants.stereooffset[0] = offset;
constants.stereooffset[1] = -offset;
}
else
{
memcpy(constants.stereoprojection, constants.projection, 4 * 16);
memcpy(constants.stereoprojection + 4, constants.projection, 4 * 16);
constants.stereooffset[0] = constants.stereooffset[1] = 0;
}
dirty = true;