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

@ -547,56 +547,12 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
out.Write("other_pos = float4(dot(P0, other_pos), dot(P1, other_pos), dot(P2, other_pos), "
"1.0f);\n");
}
out.Write("other_pos = float4(dot(" I_PROJECTION "[0], other_pos), dot(" I_PROJECTION
"[1], other_pos), dot(" I_PROJECTION "[2], other_pos), dot(" I_PROJECTION
"[3], other_pos));\n"
"float expand_sign = is_right ? 1.0f : -1.0f;\n"
"float2 offset;\n"
"float2 to = abs(o.pos.xy / o.pos.w - other_pos.xy / other_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.
"if (" 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]
" offset = float2(expand_sign * " I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".x, 0);\n"
"}} else {{\n"
// Line is more wide. Extend geometry up and down.
// Lerp LineWidth/2 from [0..VpHeight] to [1..-1]
" offset = float2(0, expand_sign * " I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".y);\n"
"}}\n"
"\n"
"o.pos.xy += offset * o.pos.w;\n");
if (uid_data->numTexGens > 0)
{
out.Write("if ((" I_TEXOFFSET "[2] != 0) && is_right) {{\n"
" float texOffset = 1.0 / float(" I_TEXOFFSET "[2]);\n");
for (u32 i = 0; i < uid_data->numTexGens; i++)
{
out.Write(" if (((" I_TEXOFFSET "[0] >> {}) & 0x1) != 0)\n", i);
out.Write(" o.tex{}.x += texOffset;\n", i);
}
out.Write("}}\n");
}
GenerateVSLineExpansion(out, "", uid_data->numTexGens);
}
else if (uid_data->vs_expand == VSExpand::Point)
{
out.Write("// Point expansion\n"
"float2 expand_sign = float2(is_right ? 1.0f : -1.0f, is_bottom ? 1.0f : -1.0f);\n"
"float2 offset = expand_sign * " I_LINEPTPARAMS ".ww / " I_LINEPTPARAMS ".xy;\n"
"o.pos.xy += offset * o.pos.w;\n");
if (uid_data->numTexGens > 0)
{
out.Write("if (" I_TEXOFFSET "[3] != 0) {{\n"
" float texOffsetMagnitude = 1.0f / float(" I_TEXOFFSET "[3]);\n"
" float2 texOffset = float2(is_right ? texOffsetMagnitude : 0.0f, "
"is_bottom ? texOffsetMagnitude : 0.0f);");
for (u32 i = 0; i < uid_data->numTexGens; i++)
{
out.Write(" if (((" I_TEXOFFSET "[1] >> {}) & 0x1) != 0)\n", i);
out.Write(" o.tex{}.xy += texOffset;\n", i);
}
out.Write("}}\n");
}
out.Write("// Point expansion\n");
GenerateVSPointExpansion(out, "", uid_data->numTexGens);
}
if (per_pixel_lighting)