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authorJules Blok <jules.blok@gmail.com>2014-10-27 17:38:22 +0100
committerJules Blok <jules.blok@gmail.com>2014-11-23 14:23:41 +0100
commit272ea90ca5e7a7f2c6e9a101b7b9e899b2757a70 (patch)
treeb0fd01f001d074c89fae5abe7d60e15d614be0b5 /Source/Core/VideoCommon/GeometryShaderGen.cpp
parent80616c6e9e8b0c5f622793221a2ad1f8fdc24084 (diff)
GeometryShaderGen: Allow stereoscopy to be disabled.
Will facilitate future use of this generator for other purposes.
Diffstat (limited to 'Source/Core/VideoCommon/GeometryShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/GeometryShaderGen.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp
index c8467b9f4c..e305551cd8 100644
--- a/Source/Core/VideoCommon/GeometryShaderGen.cpp
+++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp
@@ -44,6 +44,7 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
if (ApiType == API_OPENGL)
{
// 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");
}
@@ -83,7 +84,8 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
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");
- 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");
+ 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");
out.Write("\t\tgl_Layer = eye;\n");
out.Write("\t\tEmitVertex();\n");