Add geometry shader generator for stereo 3D.

This commit is contained in:
Jules Blok
2014-10-16 18:52:32 +02:00
parent 6670cacddc
commit b005f61a2e
13 changed files with 209 additions and 25 deletions

View File

@ -38,7 +38,8 @@ set(SRCS BoundingBox.cpp
VideoConfig.cpp
VideoState.cpp
XFMemory.cpp
XFStructs.cpp)
XFStructs.cpp
GeometryShaderGen.cpp)
set(LIBS core png)
if(_M_X86)

View File

@ -0,0 +1,109 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <cmath>
#include <locale.h>
#ifdef __APPLE__
#include <xlocale.h>
#endif
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/LightingShaderGen.h"
static char text[16384];
template<class T>
static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiType)
{
// Non-uid template parameters will write to the dummy data (=> gets optimized out)
geometry_shader_uid_data dummy_data;
geometry_shader_uid_data* uid_data = out.template GetUidData<geometry_shader_uid_data>();
if (uid_data == nullptr)
uid_data = &dummy_data;
out.SetBuffer(text);
const bool is_writing_shadercode = (out.GetBuffer() != nullptr);
#ifndef ANDROID
locale_t locale;
locale_t old_locale;
if (is_writing_shadercode)
{
locale = newlocale(LC_NUMERIC_MASK, "C", nullptr); // New locale for compilation
old_locale = uselocale(locale); // Apply the locale for this thread
}
#endif
if (is_writing_shadercode)
text[sizeof(text) - 1] = 0x7C; // canary
out.Write("//Geometry Shader for 3D stereoscopy\n");
if (ApiType == API_OPENGL)
{
// Insert layout parameters
out.Write("layout(triangles, invocations = %d) in;\n", g_ActiveConfig.bStereo ? 2 : 1);
out.Write("layout(triangle_strip, max_vertices = 3) out;\n");
}
out.Write("%s", s_lighting_struct);
// uniforms
/*if (ApiType == API_OPENGL)
out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
else
out.Write("cbuffer VSBlock {\n");
out.Write(
"\tfloat4 " I_POSNORMALMATRIX"[6];\n"
"\tfloat4 " I_PROJECTION"[4];\n"
"\tint4 " I_MATERIALS"[4];\n"
"\tLight " I_LIGHTS"[8];\n"
"\tfloat4 " I_TEXMATRICES"[24];\n"
"\tfloat4 " I_TRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_NORMALMATRICES"[32];\n"
"\tfloat4 " I_POSTTRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_DEPTHPARAMS";\n"
"};\n");*/
ShaderCode code;
char buf[16384];
code.SetBuffer(buf);
GenerateVSOutputStructForGS(code, ApiType);
out.Write(code.GetBuffer());
out.Write("in VS_OUTPUT vertices[];\n");
out.Write("out VS_OUTPUT frag;\n");
out.Write("void main()\n{\n");
out.Write("\tfor (int i = 0; i < gl_in.length(); ++i) {\n");
out.Write("\t\tfrag = vertices[i];\n");
out.Write("\t\tgl_Position = gl_in[i].gl_Position;\n");
out.Write("\t\tgl_Layer = gl_InvocationID;\n");
out.Write("\t\tEmitVertex();\n");
out.Write("\t}\n");
out.Write("\tEndPrimitive();\n");
out.Write("}\n");
if (is_writing_shadercode)
{
if (text[sizeof(text) - 1] != 0x7C)
PanicAlert("GeometryShader generator - buffer too small, canary has been eaten!");
#ifndef ANDROID
uselocale(old_locale); // restore locale
freelocale(locale);
#endif
}
}
void GetGeometryShaderUid(GeometryShaderUid& object, u32 components, API_TYPE ApiType)
{
GenerateGeometryShader<GeometryShaderUid>(object, components, ApiType);
}
void GenerateGeometryShaderCode(ShaderCode& object, u32 components, API_TYPE ApiType)
{
GenerateGeometryShader<ShaderCode>(object, components, ApiType);
}

View File

@ -0,0 +1,25 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/VideoCommon.h"
#pragma pack(1)
struct geometry_shader_uid_data
{
u32 NumValues() const { return sizeof(geometry_shader_uid_data); }
u32 components : 23;
u32 stereo : 1;
};
#pragma pack()
typedef ShaderUid<geometry_shader_uid_data> GeometryShaderUid;
void GenerateGeometryShaderCode(ShaderCode& object, u32 components, API_TYPE ApiType);
void GetGeometryShaderUid(GeometryShaderUid& object, u32 components, API_TYPE ApiType);

View File

@ -489,7 +489,7 @@ void VertexShaderManager::SetConstants()
PRIM_LOG("Projection: %f %f %f %f %f %f\n", rawProjection[0], rawProjection[1], rawProjection[2], rawProjection[3], rawProjection[4], rawProjection[5]);
if ((g_ActiveConfig.bFreeLook || g_ActiveConfig.bAnaglyphStereo ) && xfmem.projection.type == GX_PERSPECTIVE)
if (g_ActiveConfig.bFreeLook && xfmem.projection.type == GX_PERSPECTIVE)
{
Matrix44 mtxA;
Matrix44 mtxB;

View File

@ -60,6 +60,7 @@
<ClCompile Include="PostProcessing.cpp" />
<ClCompile Include="RenderBase.cpp" />
<ClCompile Include="Statistics.cpp" />
<ClCompile Include="GeometryShaderGen.cpp" />
<ClCompile Include="TextureCacheBase.cpp" />
<ClCompile Include="TextureConversionShader.cpp" />
<ClCompile Include="VertexLoader.cpp" />
@ -110,6 +111,7 @@
<ClInclude Include="RenderBase.h" />
<ClInclude Include="ShaderGenCommon.h" />
<ClInclude Include="Statistics.h" />
<ClInclude Include="GeometryShaderGen.h" />
<ClInclude Include="TextureCacheBase.h" />
<ClInclude Include="TextureConversionShader.h" />
<ClInclude Include="TextureDecoder.h" />

View File

@ -143,6 +143,9 @@
<ClCompile Include="BoundingBox.cpp">
<Filter>Util</Filter>
</ClCompile>
<ClCompile Include="GeometryShaderGen.cpp">
<Filter>Shader Generators</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="CommandProcessor.h" />
@ -275,6 +278,9 @@
<ClInclude Include="BoundingBox.h">
<Filter>Util</Filter>
</ClInclude>
<ClInclude Include="GeometryShaderGen.h">
<Filter>Shader Generators</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Text Include="CMakeLists.txt" />

View File

@ -66,9 +66,9 @@ void VideoConfig::Load(const std::string& ini_file)
settings->Get("DumpEFBTarget", &bDumpEFBTarget, 0);
settings->Get("FreeLook", &bFreeLook, 0);
settings->Get("UseFFV1", &bUseFFV1, 0);
settings->Get("AnaglyphStereo", &bAnaglyphStereo, false);
settings->Get("AnaglyphStereoSeparation", &iAnaglyphStereoSeparation, 200);
settings->Get("AnaglyphFocalAngle", &iAnaglyphFocalAngle, 0);
settings->Get("Stereo", &bStereo, false);
settings->Get("StereoSeparation", &iStereoSeparation, 200);
settings->Get("StereoFocalAngle", &iStereoFocalAngle, 0);
settings->Get("EnablePixelLighting", &bEnablePixelLighting, 0);
settings->Get("FastDepthCalc", &bFastDepthCalc, true);
settings->Get("MSAA", &iMultisampleMode, 0);
@ -140,9 +140,9 @@ void VideoConfig::GameIniLoad()
CHECK_SETTING("Video_Settings", "UseRealXFB", bUseRealXFB);
CHECK_SETTING("Video_Settings", "SafeTextureCacheColorSamples", iSafeTextureCache_ColorSamples);
CHECK_SETTING("Video_Settings", "HiresTextures", bHiresTextures);
CHECK_SETTING("Video_Settings", "AnaglyphStereo", bAnaglyphStereo);
CHECK_SETTING("Video_Settings", "AnaglyphStereoSeparation", iAnaglyphStereoSeparation);
CHECK_SETTING("Video_Settings", "AnaglyphFocalAngle", iAnaglyphFocalAngle);
CHECK_SETTING("Video_Settings", "Stereo", bStereo);
CHECK_SETTING("Video_Settings", "StereoSeparation", iStereoSeparation);
CHECK_SETTING("Video_Settings", "StereoFocalAngle", iStereoFocalAngle);
CHECK_SETTING("Video_Settings", "EnablePixelLighting", bEnablePixelLighting);
CHECK_SETTING("Video_Settings", "FastDepthCalc", bFastDepthCalc);
CHECK_SETTING("Video_Settings", "MSAA", iMultisampleMode);
@ -230,9 +230,9 @@ void VideoConfig::Save(const std::string& ini_file)
settings->Set("DumpEFBTarget", bDumpEFBTarget);
settings->Set("FreeLook", bFreeLook);
settings->Set("UseFFV1", bUseFFV1);
settings->Set("AnaglyphStereo", bAnaglyphStereo);
settings->Set("AnaglyphStereoSeparation", iAnaglyphStereoSeparation);
settings->Set("AnaglyphFocalAngle", iAnaglyphFocalAngle);
settings->Set("Stereo", bStereo);
settings->Set("StereoSeparation", iStereoSeparation);
settings->Set("StereoFocalAngle", iStereoFocalAngle);
settings->Set("EnablePixelLighting", bEnablePixelLighting);
settings->Set("FastDepthCalc", bFastDepthCalc);
settings->Set("ShowEFBCopyRegions", bShowEFBCopyRegions);

View File

@ -92,9 +92,9 @@ struct VideoConfig final
bool bDumpEFBTarget;
bool bUseFFV1;
bool bFreeLook;
bool bAnaglyphStereo;
int iAnaglyphStereoSeparation;
int iAnaglyphFocalAngle;
bool bStereo;
int iStereoSeparation;
int iStereoFocalAngle;
bool bBorderlessFullscreen;
// Hacks