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