VideoCommon: Move repeated point/line expansion code to ShaderGenCommon

This commit is contained in:
TellowKrinkle
2022-10-04 22:54:30 -05:00
parent 0a42c534c3
commit b567f3afcf
5 changed files with 89 additions and 117 deletions

View File

@ -169,22 +169,7 @@ ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig&
"\tVS_OUTPUT end = o[1];\n");
}
// GameCube/Wii's line drawing algorithm is a little quirky. It does not
// use the correct line caps. Instead, the line caps are vertical or
// horizontal depending the slope of the line.
out.Write("\tfloat2 offset;\n"
"\tfloat2 to = abs(end.pos.xy / end.pos.w - start.pos.xy / start.pos.w);\n"
// FIXME: What does real hardware do when line is at a 45-degree angle?
// FIXME: Lines aren't drawn at the correct width. See Twilight Princess map.
"\tif (" I_LINEPTPARAMS ".y * to.y > " I_LINEPTPARAMS ".x * to.x) {{\n"
// Line is more tall. Extend geometry left and right.
// Lerp LineWidth/2 from [0..VpWidth] to [-1..1]
"\t\toffset = float2(" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".x, 0);\n"
"\t}} else {{\n"
// Line is more wide. Extend geometry up and down.
// Lerp LineWidth/2 from [0..VpHeight] to [1..-1]
"\t\toffset = float2(0, -" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".y);\n"
"\t}}\n");
GenerateLineOffset(out, "\t", "\t\t", "end.pos", "start.pos", "");
}
else if (primitive_type == PrimitiveType::Points)
{