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authorMarkus Wick <markus+github@selfnet.de>2014-12-26 13:25:33 +0100
committerMarkus Wick <markus+github@selfnet.de>2014-12-26 13:25:33 +0100
commita86865d1c42baced251204f1474bed65727637bc (patch)
tree7be2bb799f930fd150488232ae16a4a54f99318c /Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp
parentf71c4b5768579aff6986543c10ed8b24169e2589 (diff)
parent833513f38413dc0f6af47067b223125c3de3eeaf (diff)
Merge pull request #1740 from Armada651/stereo-xfb
Support stereoscopy with Virtual XFB
Diffstat (limited to 'Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp64
1 files changed, 32 insertions, 32 deletions
diff --git a/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp b/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp
index a5cfcd235f..ab4a26368e 100644
--- a/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp
+++ b/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp
@@ -70,29 +70,29 @@ public:
const char clear_shader_code[] = {
"struct VSOUTPUT\n"
"{\n"
- "float4 vPosition : POSITION;\n"
- "float4 vColor0 : COLOR0;\n"
+ " float4 vPosition : POSITION;\n"
+ " float4 vColor0 : COLOR0;\n"
"};\n"
"struct GSOUTPUT\n"
"{\n"
- "float4 vPosition : POSITION;\n"
- "float4 vColor0 : COLOR0;\n"
- "uint slice : SV_RenderTargetArrayIndex;\n"
+ " float4 vPosition : POSITION;\n"
+ " float4 vColor0 : COLOR0;\n"
+ " uint slice : SV_RenderTargetArrayIndex;\n"
"};\n"
"[maxvertexcount(6)]\n"
"void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
"{\n"
"for(int slice = 0; slice < 2; slice++)\n"
"{\n"
- "for(int i = 0; i < 3; i++)\n"
- "{\n"
- "GSOUTPUT OUT;\n"
- "OUT.vPosition = o[i].vPosition;\n"
- "OUT.vColor0 = o[i].vColor0;\n"
- "OUT.slice = slice;\n"
- "Output.Append(OUT);\n"
- "}\n"
- "Output.RestartStrip();\n"
+ " for(int i = 0; i < 3; i++)\n"
+ " {\n"
+ " GSOUTPUT OUT;\n"
+ " OUT.vPosition = o[i].vPosition;\n"
+ " OUT.vColor0 = o[i].vColor0;\n"
+ " OUT.slice = slice;\n"
+ " Output.Append(OUT);\n"
+ " }\n"
+ " Output.RestartStrip();\n"
"}\n"
"}\n"
};
@@ -100,33 +100,33 @@ const char clear_shader_code[] = {
const char copy_shader_code[] = {
"struct VSOUTPUT\n"
"{\n"
- "float4 vPosition : POSITION;\n"
- "float3 vTexCoord : TEXCOORD0;\n"
- "float vTexCoord1 : TEXCOORD1;\n"
+ " float4 vPosition : POSITION;\n"
+ " float3 vTexCoord : TEXCOORD0;\n"
+ " float vTexCoord1 : TEXCOORD1;\n"
"};\n"
"struct GSOUTPUT\n"
"{\n"
- "float4 vPosition : POSITION;\n"
- "float3 vTexCoord : TEXCOORD0;\n"
- "float vTexCoord1 : TEXCOORD1;\n"
- "uint slice : SV_RenderTargetArrayIndex;\n"
+ " float4 vPosition : POSITION;\n"
+ " float3 vTexCoord : TEXCOORD0;\n"
+ " float vTexCoord1 : TEXCOORD1;\n"
+ " uint slice : SV_RenderTargetArrayIndex;\n"
"};\n"
"[maxvertexcount(6)]\n"
"void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
"{\n"
"for(int slice = 0; slice < 2; slice++)\n"
"{\n"
- "for(int i = 0; i < 3; i++)\n"
- "{\n"
- "GSOUTPUT OUT;\n"
- "OUT.vPosition = o[i].vPosition;\n"
- "OUT.vTexCoord = o[i].vTexCoord;\n"
- "OUT.vTexCoord.z = slice;\n"
- "OUT.vTexCoord1 = o[i].vTexCoord1;\n"
- "OUT.slice = slice;\n"
- "Output.Append(OUT);\n"
- "}\n"
- "Output.RestartStrip();\n"
+ " for(int i = 0; i < 3; i++)\n"
+ " {\n"
+ " GSOUTPUT OUT;\n"
+ " OUT.vPosition = o[i].vPosition;\n"
+ " OUT.vTexCoord = o[i].vTexCoord;\n"
+ " OUT.vTexCoord.z = slice;\n"
+ " OUT.vTexCoord1 = o[i].vTexCoord1;\n"
+ " OUT.slice = slice;\n"
+ " Output.Append(OUT);\n"
+ " }\n"
+ " Output.RestartStrip();\n"
"}\n"
"}\n"
};