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VideoCommon: Move repeated point/line expansion code to ShaderGenCommon
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@ -254,6 +254,78 @@ void AssignVSOutputMembers(ShaderCode& object, std::string_view a, std::string_v
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}
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}
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void GenerateLineOffset(ShaderCode& object, std::string_view indent0, std::string_view indent1,
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std::string_view pos_a, std::string_view pos_b, std::string_view sign)
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{
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// GameCube/Wii's line drawing algorithm is a little quirky. It does not
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// use the correct line caps. Instead, the line caps are vertical or
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// horizontal depending the slope of the line.
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object.Write("{indent0}float2 offset;\n"
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"{indent0}float2 to = abs({pos_a}.xy / {pos_a}.w - {pos_b}.xy / {pos_b}.w);\n"
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// FIXME: What does real hardware do when line is at a 45-degree angle?
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// FIXME: Lines aren't drawn at the correct width. See Twilight Princess map.
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"{indent0}if (" I_LINEPTPARAMS ".y * to.y > " I_LINEPTPARAMS ".x * to.x) {{\n"
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// Line is more tall. Extend geometry left and right.
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// Lerp LineWidth/2 from [0..VpWidth] to [-1..1]
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"{indent1}offset = float2({sign}" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".x, 0);\n"
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"{indent0}}} else {{\n"
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// Line is more wide. Extend geometry up and down.
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// Lerp LineWidth/2 from [0..VpHeight] to [1..-1]
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"{indent1}offset = float2(0, {sign}-" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".y);\n"
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"{indent0}}}\n",
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fmt::arg("indent0", indent0), fmt::arg("indent1", indent1), //
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fmt::arg("pos_a", pos_a), fmt::arg("pos_b", pos_b), fmt::arg("sign", sign));
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}
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void GenerateVSLineExpansion(ShaderCode& object, std::string_view indent, u32 texgens)
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{
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std::string indent1 = std::string(indent) + " ";
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object.Write("{0}other_pos = float4(dot(" I_PROJECTION "[0], other_pos), dot(" I_PROJECTION
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"[1], other_pos), dot(" I_PROJECTION "[2], other_pos), dot(" I_PROJECTION
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"[3], other_pos));\n"
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"\n"
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"{0}float expand_sign = is_right ? 1.0f : -1.0f;\n",
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indent);
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GenerateLineOffset(object, indent, indent1, "o.pos", "other_pos", "expand_sign * ");
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object.Write("\n"
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"{}o.pos.xy += offset * o.pos.w;\n",
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indent);
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if (texgens > 0)
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{
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object.Write("{}if ((" I_TEXOFFSET "[2] != 0) && is_right) {{\n", indent);
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object.Write("{} float texOffset = 1.0 / float(" I_TEXOFFSET "[2]);\n", indent);
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for (u32 i = 0; i < texgens; i++)
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{
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object.Write("{} if (((" I_TEXOFFSET "[0] >> {}) & 0x1) != 0)\n", indent, i);
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object.Write("{} o.tex{}.x += texOffset;\n", indent, i);
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}
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object.Write("{}}}\n", indent);
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}
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}
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void GenerateVSPointExpansion(ShaderCode& object, std::string_view indent, u32 texgens)
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{
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object.Write(
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"{0}float2 expand_sign = float2(is_right ? 1.0f : -1.0f, is_bottom ? -1.0f : 1.0f);\n"
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"{0}float2 offset = expand_sign * " I_LINEPTPARAMS ".ww / " I_LINEPTPARAMS ".xy;\n"
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"{0}o.pos.xy += offset * o.pos.w;\n",
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indent);
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if (texgens > 0)
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{
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object.Write("{0}if (" I_TEXOFFSET "[3] != 0) {{\n"
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"{0} float texOffsetMagnitude = 1.0f / float(" I_TEXOFFSET "[3]);\n"
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"{0} float2 texOffset = float2(is_right ? texOffsetMagnitude : 0.0f, "
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"is_bottom ? texOffsetMagnitude : 0.0f);",
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indent);
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for (u32 i = 0; i < texgens; i++)
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{
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object.Write("{} if (((" I_TEXOFFSET "[1] >> {}) & 0x1) != 0)\n", indent, i);
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object.Write("{} o.tex{}.xy += texOffset;\n", indent, i);
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}
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object.Write("{}}}\n", indent);
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}
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}
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const char* GetInterpolationQualifier(bool msaa, bool ssaa, bool in_glsl_interface_block, bool in)
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{
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if (!msaa)
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