DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time!

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7340 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check
2011-03-14 09:38:29 +00:00
parent 8fedc3db38
commit 7c536b8f15
19 changed files with 1982 additions and 720 deletions

View File

@ -73,6 +73,37 @@ static char text[16384];
#define WRITE p+=sprintf
char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type)
{
WRITE(p, "struct VS_OUTPUT {\n");
WRITE(p, " float4 pos : POSITION;\n");
WRITE(p, " float4 colors_0 : COLOR0;\n");
WRITE(p, " float4 colors_1 : COLOR1;\n");
if (xfregs.numTexGen.numTexGens < 7) {
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, " float3 tex%d : TEXCOORD%d;\n", i, i);
WRITE(p, " float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens);
if(g_ActiveConfig.bEnablePixelLigting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, " float4 Normal : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens + 1);
} else {
// clip position is in w of first 4 texcoords
if(g_ActiveConfig.bEnablePixelLigting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
for (int i = 0; i < 8; ++i)
WRITE(p, " float4 tex%d : TEXCOORD%d;\n", i, i);
}
else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, " float%d tex%d : TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, i);
}
}
WRITE(p, "};\n");
return p;
}
const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
{
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
@ -102,31 +133,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
"typedef struct { float4 T0, T1, T2, T3; } s_"I_PROJECTION";\n"
);
WRITE(p, "struct VS_OUTPUT {\n");
WRITE(p, " float4 pos : POSITION;\n");
WRITE(p, " float4 colors_0 : COLOR0;\n");
WRITE(p, " float4 colors_1 : COLOR1;\n");
if (xfregs.numTexGen.numTexGens < 7) {
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, " float3 tex%d : TEXCOORD%d;\n", i, i);
WRITE(p, " float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens);
if(g_ActiveConfig.bEnablePixelLigting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, " float4 Normal : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens + 1);
} else {
// clip position is in w of first 4 texcoords
if(g_ActiveConfig.bEnablePixelLigting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
for (int i = 0; i < 8; ++i)
WRITE(p, " float4 tex%d : TEXCOORD%d;\n", i, i);
}
else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, " float%d tex%d : TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, i);
}
}
WRITE(p, "};\n");
p = GenerateVSOutputStruct(p, components, api_type);
// uniforms