GeometryShaderGen: Support stereoscopy on GPUs without support for instancing.

This commit is contained in:
Jules Blok
2014-10-29 14:51:12 +01:00
parent 176191dc16
commit d583720a59
5 changed files with 14 additions and 6 deletions

View File

@ -45,8 +45,11 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
{
// Insert layout parameters
uid_data->stereo = g_ActiveConfig.bStereo;
out.Write("layout(triangles, invocations = %d) in;\n", g_ActiveConfig.bStereo ? 2 : 1);
out.Write("layout(triangle_strip, max_vertices = 3) out;\n");
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
out.Write("layout(triangles, invocations = %d) in;\n", g_ActiveConfig.bStereo ? 2 : 1);
else
out.Write("layout(triangles) in;\n");
out.Write("layout(triangle_strip, max_vertices = %d) out;\n", g_ActiveConfig.backend_info.bSupportsGSInstancing ? 3 : 6);
}
out.Write("%s", s_lighting_struct);
@ -67,9 +70,12 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
out.Write("flat out int eye;\n");
out.Write("void main()\n{\n");
if (!g_ActiveConfig.backend_info.bSupportsGSInstancing)
out.Write("\tfor (eye = 0; eye < %d; ++eye) {\n", g_ActiveConfig.bStereo ? 2 : 1);
out.Write("\tfor (int i = 0; i < gl_in.length(); ++i) {\n");
out.Write("\t\to = v[i];\n");
out.Write("\t\teye = gl_InvocationID;\n");
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
out.Write("\t\teye = gl_InvocationID;\n");
if (g_ActiveConfig.bStereo)
out.Write("\t\to.pos = float4(dot(" I_STEREOPROJECTION"[eye * 4 + 0], v[i].rawpos), dot(" I_STEREOPROJECTION"[eye * 4 + 1], v[i].rawpos), dot(" I_STEREOPROJECTION"[eye * 4 + 2], v[i].rawpos), dot(" I_STEREOPROJECTION"[eye * 4 + 3], v[i].rawpos)); \n");
out.Write("\t\tgl_Position = o.pos;\n");
@ -77,6 +83,8 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
out.Write("\t\tEmitVertex();\n");
out.Write("\t}\n");
out.Write("\tEndPrimitive();\n");
if (!g_ActiveConfig.backend_info.bSupportsGSInstancing)
out.Write("\t}\n");
out.Write("}\n");
if (is_writing_shadercode)