D3D: Add geometry shader stereoscopy support.

This commit is contained in:
Jules Blok
2014-11-02 23:40:52 +01:00
parent d5ebdf7a97
commit 9253bb7d96
10 changed files with 112 additions and 73 deletions

View File

@ -52,14 +52,25 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
uid_data->numTexGens = xfmem.numTexGen.numTexGens;
uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
GenerateVSOutputStruct(out, ApiType);
GenerateVSOutputStruct<T>(out, ApiType);
GenerateGSOutputStruct<T>(out, ApiType);
out.Write("centroid in VS_OUTPUT o[3];\n");
out.Write("centroid out VS_OUTPUT f;\n");
if (ApiType == API_OPENGL)
{
out.Write("centroid in VS_OUTPUT o[3];\n");
out.Write("centroid out GS_OUTPUT gs;\n");
out.Write("flat out int layer;\n");
out.Write("void main()\n{\n");
}
else // D3D
{
out.Write("[maxvertexcount(6)]\n");
out.Write("void main(triangle VS_OUTPUT o[3], inout TriangleStream<GS_OUTPUT> Output)\n{\n");
out.Write("void main()\n{\n");
out.Write("\tGS_OUTPUT gs;\n");
}
out.Write("\tVS_OUTPUT f;\n");
// If the GPU supports invocation we don't need a for loop and can simply use the
// invocation identifier to determine which layer we're rendering.
@ -70,7 +81,10 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
out.Write("\tfor (int i = 0; i < 3; ++i) {\n");
out.Write("\t\tgs.layer = l;\n");
out.Write("\t\tgl_Layer = l;\n");
if (ApiType == API_OPENGL)
out.Write("\t\tgl_Layer = l;\n");
out.Write("\t\tf = o[i];\n");
out.Write("\t\tfloat4 pos = o[i].pos;\n");
@ -88,10 +102,23 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
}
out.Write("\t\tf.pos.x = pos.x;\n");
out.Write("\t\tgl_Position = pos;\n");
out.Write("\t\tEmitVertex();\n");
if (ApiType == API_OPENGL)
out.Write("\t\tgl_Position = pos;\n");
out.Write("\t\tgs.vs = f;\n");
if (ApiType == API_OPENGL)
out.Write("\t\tEmitVertex();\n");
else
out.Write("\t\tOutput.Append(gs);\n");
out.Write("\t}\n");
out.Write("\tEndPrimitive();\n");
if (ApiType == API_OPENGL)
out.Write("\tEndPrimitive();\n");
else
out.Write("\t\tOutput.RestartStrip();\n");
if (!g_ActiveConfig.backend_info.bSupportsGSInstancing)
out.Write("\t}\n");