Cosmetics

This commit is contained in:
Jules Blok 2014-12-03 22:35:34 +01:00
parent 6fe7d530ed
commit ea2bcb44f0

View File

@ -85,19 +85,19 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
{
if (ApiType == API_OPENGL)
out.Write("\tint l = gl_InvocationID;\n");
out.Write("\tint layer = gl_InvocationID;\n");
else
out.Write("\tint l = InstanceID;\n");
out.Write("\tint layer = InstanceID;\n");
}
else
out.Write("\tfor (int l = 0; l < %d; ++l) {\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
out.Write("\tfor (int layer = 0; layer < %d; ++layer) {\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
out.Write("\tfor (int i = 0; i < 3; ++i) {\n");
// Select the output layer
out.Write("\t\tgs.layer = l;\n");
out.Write("\t\tgs.layer = layer;\n");
if (ApiType == API_OPENGL)
out.Write("\t\tgl_Layer = l;\n");
out.Write("\t\tgl_Layer = layer;\n");
out.Write("\t\tf = o[i];\n");
out.Write("\t\tfloat4 pos = o[i].pos;\n");
@ -111,8 +111,8 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
// the depth value. This results in objects at a distance smaller than the convergence
// distance to seemingly appear in front of the screen.
// This formula is based on page 13 of the "Nvidia 3D Vision Automatic, Best Practices Guide"
out.Write("\t\tf.clipPos.x = o[i].clipPos.x + " I_STEREOPARAMS"[l] * (o[i].clipPos.w - " I_STEREOPARAMS"[2]);\n");
out.Write("\t\tpos.x = o[i].pos.x + " I_STEREOPARAMS"[l] * (o[i].pos.w - " I_STEREOPARAMS"[2]);\n");
out.Write("\t\tf.clipPos.x = o[i].clipPos.x + " I_STEREOPARAMS"[layer] * (o[i].clipPos.w - " I_STEREOPARAMS"[2]);\n");
out.Write("\t\tpos.x = o[i].pos.x + " I_STEREOPARAMS"[layer] * (o[i].pos.w - " I_STEREOPARAMS"[2]);\n");
}
out.Write("\t\tf.pos.x = pos.x;\n");