diff options
| author | Markus Wick <markus+github@selfnet.de> | 2014-12-26 13:25:33 +0100 |
|---|---|---|
| committer | Markus Wick <markus+github@selfnet.de> | 2014-12-26 13:25:33 +0100 |
| commit | a86865d1c42baced251204f1474bed65727637bc (patch) | |
| tree | 7be2bb799f930fd150488232ae16a4a54f99318c /Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp | |
| parent | f71c4b5768579aff6986543c10ed8b24169e2589 (diff) | |
| parent | 833513f38413dc0f6af47067b223125c3de3eeaf (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.cpp | 64 |
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" }; |
