diff options
| author | Pierre Bourdon <delroth@gmail.com> | 2016-06-24 10:43:46 +0200 |
|---|---|---|
| committer | Pierre Bourdon <delroth@gmail.com> | 2016-06-24 10:43:46 +0200 |
| commit | 3570c7f03a2aa90aa634f96c0af1969af610f14d (patch) | |
| tree | 4252e03c0e853ba7cffe022937698c854ad0eaa9 /Source/Core/VideoCommon/GeometryShaderGen.cpp | |
| parent | 2115e8a4a6814e32107b5205ff5c95bbd3c6e99c (diff) | |
Reformat all the things. Have fun with merge conflicts.
Diffstat (limited to 'Source/Core/VideoCommon/GeometryShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/GeometryShaderGen.cpp | 595 |
1 files changed, 299 insertions, 296 deletions
diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp index 4d551f5d16..02744c2889 100644 --- a/Source/Core/VideoCommon/GeometryShaderGen.cpp +++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp @@ -11,321 +11,324 @@ #include "VideoCommon/LightingShaderGen.h" #include "VideoCommon/VideoConfig.h" +static const char* primitives_ogl[] = {"points", "lines", "triangles"}; -static const char* primitives_ogl[] = -{ - "points", - "lines", - "triangles" -}; - -static const char* primitives_d3d[] = -{ - "point", - "line", - "triangle" -}; +static const char* primitives_d3d[] = {"point", "line", "triangle"}; -template<class T> static void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_vertex = false); -template<class T> static void EndPrimitive(T& out, API_TYPE ApiType); +template <class T> +static void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_vertex = false); +template <class T> +static void EndPrimitive(T& out, API_TYPE ApiType); -template<class T> +template <class T> static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType) { - T out; - // Non-uid template parameters will write to the dummy data (=> gets optimized out) - geometry_shader_uid_data dummy_data; - geometry_shader_uid_data* uid_data = out.template GetUidData<geometry_shader_uid_data>(); - if (uid_data != nullptr) - memset(uid_data, 0, sizeof(*uid_data)); - else - uid_data = &dummy_data; - - uid_data->primitive_type = primitive_type; - const unsigned int vertex_in = primitive_type + 1; - unsigned int vertex_out = primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4; - - uid_data->wireframe = g_ActiveConfig.bWireFrame; - if (g_ActiveConfig.bWireFrame) - vertex_out++; - - uid_data->stereo = g_ActiveConfig.iStereoMode > 0; - if (ApiType == API_OPENGL) - { - // Insert layout parameters - if (g_ActiveConfig.backend_info.bSupportsGSInstancing) - { - out.Write("layout(%s, invocations = %d) in;\n", primitives_ogl[primitive_type], g_ActiveConfig.iStereoMode > 0 ? 2 : 1); - out.Write("layout(%s_strip, max_vertices = %d) out;\n", g_ActiveConfig.bWireFrame ? "line" : "triangle", vertex_out); - } - else - { - out.Write("layout(%s) in;\n", primitives_ogl[primitive_type]); - out.Write("layout(%s_strip, max_vertices = %d) out;\n", g_ActiveConfig.bWireFrame ? "line" : "triangle", g_ActiveConfig.iStereoMode > 0 ? vertex_out * 2 : vertex_out); - } - } - - out.Write("%s", s_lighting_struct); - - // uniforms - if (ApiType == API_OPENGL) - out.Write("layout(std140%s) uniform GSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 3" : ""); - else - out.Write("cbuffer GSBlock {\n"); - out.Write( - "\tfloat4 " I_STEREOPARAMS";\n" - "\tfloat4 " I_LINEPTPARAMS";\n" - "\tint4 " I_TEXOFFSET";\n" - "};\n"); - - uid_data->numTexGens = xfmem.numTexGen.numTexGens; - uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting; - - out.Write("struct VS_OUTPUT {\n"); - GenerateVSOutputMembers<T>(out, ApiType, ""); - out.Write("};\n"); - - if (ApiType == API_OPENGL) - { - if (g_ActiveConfig.backend_info.bSupportsGSInstancing) - out.Write("#define InstanceID gl_InvocationID\n"); - - out.Write("in VertexData {\n"); - GenerateVSOutputMembers<T>(out, ApiType, GetInterpolationQualifier(true, true)); - out.Write("} vs[%d];\n", vertex_in); - - out.Write("out VertexData {\n"); - GenerateVSOutputMembers<T>(out, ApiType, GetInterpolationQualifier(true, false)); - - if (g_ActiveConfig.iStereoMode > 0) - out.Write("\tflat int layer;\n"); - - out.Write("} ps;\n"); - - out.Write("void main()\n{\n"); - } - else // D3D - { - out.Write("struct VertexData {\n"); - out.Write("\tVS_OUTPUT o;\n"); - - if (g_ActiveConfig.iStereoMode > 0) - out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n"); - - out.Write("};\n"); - - if (g_ActiveConfig.backend_info.bSupportsGSInstancing) - { - out.Write("[maxvertexcount(%d)]\n[instance(%d)]\n", vertex_out, g_ActiveConfig.iStereoMode > 0 ? 2 : 1); - out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output, in uint InstanceID : SV_GSInstanceID)\n{\n", primitives_d3d[primitive_type], vertex_in, g_ActiveConfig.bWireFrame ? "Line" : "Triangle"); - } - else - { - out.Write("[maxvertexcount(%d)]\n", g_ActiveConfig.iStereoMode > 0 ? vertex_out * 2 : vertex_out); - out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output)\n{\n", primitives_d3d[primitive_type], vertex_in, g_ActiveConfig.bWireFrame ? "Line" : "Triangle"); - } - - out.Write("\tVertexData ps;\n"); - } - - if (primitive_type == PRIMITIVE_LINES) - { - if (ApiType == API_OPENGL) - { - out.Write("\tVS_OUTPUT start, end;\n"); - AssignVSOutputMembers(out, "start", "vs[0]"); - AssignVSOutputMembers(out, "end", "vs[1]"); - } - else - { - out.Write("\tVS_OUTPUT start = o[0];\n"); - out.Write("\tVS_OUTPUT end = o[1];\n"); - } - - // GameCube/Wii's line drawing algorithm is a little quirky. It does not - // use the correct line caps. Instead, the line caps are vertical or - // horizontal depending the slope of the line. - out.Write( - "\tfloat2 offset;\n" - "\tfloat2 to = abs(end.pos.xy / end.pos.w - start.pos.xy / start.pos.w);\n" - // FIXME: What does real hardware do when line is at a 45-degree angle? - // FIXME: Lines aren't drawn at the correct width. See Twilight Princess map. - "\tif (" I_LINEPTPARAMS".y * to.y > " I_LINEPTPARAMS".x * to.x) {\n" - // Line is more tall. Extend geometry left and right. - // Lerp LineWidth/2 from [0..VpWidth] to [-1..1] - "\t\toffset = float2(" I_LINEPTPARAMS".z / " I_LINEPTPARAMS".x, 0);\n" - "\t} else {\n" - // Line is more wide. Extend geometry up and down. - // Lerp LineWidth/2 from [0..VpHeight] to [1..-1] - "\t\toffset = float2(0, -" I_LINEPTPARAMS".z / " I_LINEPTPARAMS".y);\n" - "\t}\n"); - } - else if (primitive_type == PRIMITIVE_POINTS) - { - if (ApiType == API_OPENGL) - { - out.Write("\tVS_OUTPUT center;\n"); - AssignVSOutputMembers(out, "center", "vs[0]"); - } - else - { - out.Write("\tVS_OUTPUT center = o[0];\n"); - } - - // Offset from center to upper right vertex - // Lerp PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1] - out.Write("\tfloat2 offset = float2(" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".x, -" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".y) * center.pos.w;\n"); - } - - if (g_ActiveConfig.iStereoMode > 0) - { - // If the GPU supports invocation we don't need a for loop and can simply use the - // invocation identifier to determine which layer we're rendering. - if (g_ActiveConfig.backend_info.bSupportsGSInstancing) - out.Write("\tint eye = InstanceID;\n"); - else - out.Write("\tfor (int eye = 0; eye < 2; ++eye) {\n"); - } - - if (g_ActiveConfig.bWireFrame) - out.Write("\tVS_OUTPUT first;\n"); - - out.Write("\tfor (int i = 0; i < %d; ++i) {\n", vertex_in); - - if (ApiType == API_OPENGL) - { - out.Write("\tVS_OUTPUT f;\n"); - AssignVSOutputMembers(out, "f", "vs[i]"); - } - else - { - out.Write("\tVS_OUTPUT f = o[i];\n"); - } - - if (g_ActiveConfig.iStereoMode > 0) - { - // Select the output layer - out.Write("\tps.layer = eye;\n"); - if (ApiType == API_OPENGL) - out.Write("\tgl_Layer = eye;\n"); - - // For stereoscopy add a small horizontal offset in Normalized Device Coordinates proportional - // to the depth of the vertex. We retrieve the depth value from the w-component of the projected - // vertex which contains the negated z-component of the original vertex. - // For negative parallax (out-of-screen effects) we subtract a convergence value from - // 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("\tf.pos.x += " I_STEREOPARAMS"[eye] * (f.pos.w - " I_STEREOPARAMS"[2]);\n"); - } - - if (primitive_type == PRIMITIVE_LINES) - { - out.Write("\tVS_OUTPUT l = f;\n" - "\tVS_OUTPUT r = f;\n"); - - out.Write("\tl.pos.xy -= offset * l.pos.w;\n" - "\tr.pos.xy += offset * r.pos.w;\n"); - - out.Write("\tif (" I_TEXOFFSET"[2] != 0) {\n"); - out.Write("\tfloat texOffset = 1.0 / float(" I_TEXOFFSET"[2]);\n"); - - for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i) - { - out.Write("\tif (((" I_TEXOFFSET"[0] >> %d) & 0x1) != 0)\n", i); - out.Write("\t\tr.tex%d.x += texOffset;\n", i); - } - out.Write("\t}\n"); - - EmitVertex<T>(out, "l", ApiType, true); - EmitVertex<T>(out, "r", ApiType); - } - else if (primitive_type == PRIMITIVE_POINTS) - { - out.Write("\tVS_OUTPUT ll = f;\n" - "\tVS_OUTPUT lr = f;\n" - "\tVS_OUTPUT ul = f;\n" - "\tVS_OUTPUT ur = f;\n"); - - out.Write("\tll.pos.xy += float2(-1,-1) * offset;\n" - "\tlr.pos.xy += float2(1,-1) * offset;\n" - "\tul.pos.xy += float2(-1,1) * offset;\n" - "\tur.pos.xy += offset;\n"); - - out.Write("\tif (" I_TEXOFFSET"[3] != 0) {\n"); - out.Write("\tfloat2 texOffset = float2(1.0 / float(" I_TEXOFFSET"[3]), 1.0 / float(" I_TEXOFFSET"[3]));\n"); - - for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i) - { - out.Write("\tif (((" I_TEXOFFSET"[1] >> %d) & 0x1) != 0) {\n", i); - out.Write("\t\tll.tex%d.xy += float2(0,1) * texOffset;\n", i); - out.Write("\t\tlr.tex%d.xy += texOffset;\n", i); - out.Write("\t\tur.tex%d.xy += float2(1,0) * texOffset;\n", i); - out.Write("\t}\n"); - } - out.Write("\t}\n"); - - EmitVertex<T>(out, "ll", ApiType, true); - EmitVertex<T>(out, "lr", ApiType); - EmitVertex<T>(out, "ul", ApiType); - EmitVertex<T>(out, "ur", ApiType); - } - else - { - EmitVertex<T>(out, "f", ApiType, true); - } - - out.Write("\t}\n"); - - EndPrimitive<T>(out, ApiType); - - if (g_ActiveConfig.iStereoMode > 0 && !g_ActiveConfig.backend_info.bSupportsGSInstancing) - out.Write("\t}\n"); - - out.Write("}\n"); - - return out; + T out; + // Non-uid template parameters will write to the dummy data (=> gets optimized out) + geometry_shader_uid_data dummy_data; + geometry_shader_uid_data* uid_data = out.template GetUidData<geometry_shader_uid_data>(); + if (uid_data != nullptr) + memset(uid_data, 0, sizeof(*uid_data)); + else + uid_data = &dummy_data; + + uid_data->primitive_type = primitive_type; + const unsigned int vertex_in = primitive_type + 1; + unsigned int vertex_out = primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4; + + uid_data->wireframe = g_ActiveConfig.bWireFrame; + if (g_ActiveConfig.bWireFrame) + vertex_out++; + + uid_data->stereo = g_ActiveConfig.iStereoMode > 0; + if (ApiType == API_OPENGL) + { + // Insert layout parameters + if (g_ActiveConfig.backend_info.bSupportsGSInstancing) + { + out.Write("layout(%s, invocations = %d) in;\n", primitives_ogl[primitive_type], + g_ActiveConfig.iStereoMode > 0 ? 2 : 1); + out.Write("layout(%s_strip, max_vertices = %d) out;\n", + g_ActiveConfig.bWireFrame ? "line" : "triangle", vertex_out); + } + else + { + out.Write("layout(%s) in;\n", primitives_ogl[primitive_type]); + out.Write("layout(%s_strip, max_vertices = %d) out;\n", + g_ActiveConfig.bWireFrame ? "line" : "triangle", + g_ActiveConfig.iStereoMode > 0 ? vertex_out * 2 : vertex_out); + } + } + + out.Write("%s", s_lighting_struct); + + // uniforms + if (ApiType == API_OPENGL) + out.Write("layout(std140%s) uniform GSBlock {\n", + g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 3" : ""); + else + out.Write("cbuffer GSBlock {\n"); + out.Write("\tfloat4 " I_STEREOPARAMS ";\n" + "\tfloat4 " I_LINEPTPARAMS ";\n" + "\tint4 " I_TEXOFFSET ";\n" + "};\n"); + + uid_data->numTexGens = xfmem.numTexGen.numTexGens; + uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting; + + out.Write("struct VS_OUTPUT {\n"); + GenerateVSOutputMembers<T>(out, ApiType, ""); + out.Write("};\n"); + + if (ApiType == API_OPENGL) + { + if (g_ActiveConfig.backend_info.bSupportsGSInstancing) + out.Write("#define InstanceID gl_InvocationID\n"); + + out.Write("in VertexData {\n"); + GenerateVSOutputMembers<T>(out, ApiType, GetInterpolationQualifier(true, true)); + out.Write("} vs[%d];\n", vertex_in); + + out.Write("out VertexData {\n"); + GenerateVSOutputMembers<T>(out, ApiType, GetInterpolationQualifier(true, false)); + + if (g_ActiveConfig.iStereoMode > 0) + out.Write("\tflat int layer;\n"); + + out.Write("} ps;\n"); + + out.Write("void main()\n{\n"); + } + else // D3D + { + out.Write("struct VertexData {\n"); + out.Write("\tVS_OUTPUT o;\n"); + + if (g_ActiveConfig.iStereoMode > 0) + out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n"); + + out.Write("};\n"); + + if (g_ActiveConfig.backend_info.bSupportsGSInstancing) + { + out.Write("[maxvertexcount(%d)]\n[instance(%d)]\n", vertex_out, + g_ActiveConfig.iStereoMode > 0 ? 2 : 1); + out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output, in uint " + "InstanceID : SV_GSInstanceID)\n{\n", + primitives_d3d[primitive_type], vertex_in, + g_ActiveConfig.bWireFrame ? "Line" : "Triangle"); + } + else + { + out.Write("[maxvertexcount(%d)]\n", + g_ActiveConfig.iStereoMode > 0 ? vertex_out * 2 : vertex_out); + out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output)\n{\n", + primitives_d3d[primitive_type], vertex_in, + g_ActiveConfig.bWireFrame ? "Line" : "Triangle"); + } + + out.Write("\tVertexData ps;\n"); + } + + if (primitive_type == PRIMITIVE_LINES) + { + if (ApiType == API_OPENGL) + { + out.Write("\tVS_OUTPUT start, end;\n"); + AssignVSOutputMembers(out, "start", "vs[0]"); + AssignVSOutputMembers(out, "end", "vs[1]"); + } + else + { + out.Write("\tVS_OUTPUT start = o[0];\n"); + out.Write("\tVS_OUTPUT end = o[1];\n"); + } + + // GameCube/Wii's line drawing algorithm is a little quirky. It does not + // use the correct line caps. Instead, the line caps are vertical or + // horizontal depending the slope of the line. + out.Write("\tfloat2 offset;\n" + "\tfloat2 to = abs(end.pos.xy / end.pos.w - start.pos.xy / start.pos.w);\n" + // FIXME: What does real hardware do when line is at a 45-degree angle? + // FIXME: Lines aren't drawn at the correct width. See Twilight Princess map. + "\tif (" I_LINEPTPARAMS ".y * to.y > " I_LINEPTPARAMS ".x * to.x) {\n" + // Line is more tall. Extend geometry left and right. + // Lerp LineWidth/2 from [0..VpWidth] to [-1..1] + "\t\toffset = float2(" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".x, 0);\n" + "\t} else {\n" + // Line is more wide. Extend geometry up and down. + // Lerp LineWidth/2 from [0..VpHeight] to [1..-1] + "\t\toffset = float2(0, -" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".y);\n" + "\t}\n"); + } + else if (primitive_type == PRIMITIVE_POINTS) + { + if (ApiType == API_OPENGL) + { + out.Write("\tVS_OUTPUT center;\n"); + AssignVSOutputMembers(out, "center", "vs[0]"); + } + else + { + out.Write("\tVS_OUTPUT center = o[0];\n"); + } + + // Offset from center to upper right vertex + // Lerp PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1] + out.Write("\tfloat2 offset = float2(" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS + ".x, -" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS ".y) * center.pos.w;\n"); + } + + if (g_ActiveConfig.iStereoMode > 0) + { + // If the GPU supports invocation we don't need a for loop and can simply use the + // invocation identifier to determine which layer we're rendering. + if (g_ActiveConfig.backend_info.bSupportsGSInstancing) + out.Write("\tint eye = InstanceID;\n"); + else + out.Write("\tfor (int eye = 0; eye < 2; ++eye) {\n"); + } + + if (g_ActiveConfig.bWireFrame) + out.Write("\tVS_OUTPUT first;\n"); + + out.Write("\tfor (int i = 0; i < %d; ++i) {\n", vertex_in); + + if (ApiType == API_OPENGL) + { + out.Write("\tVS_OUTPUT f;\n"); + AssignVSOutputMembers(out, "f", "vs[i]"); + } + else + { + out.Write("\tVS_OUTPUT f = o[i];\n"); + } + + if (g_ActiveConfig.iStereoMode > 0) + { + // Select the output layer + out.Write("\tps.layer = eye;\n"); + if (ApiType == API_OPENGL) + out.Write("\tgl_Layer = eye;\n"); + + // For stereoscopy add a small horizontal offset in Normalized Device Coordinates proportional + // to the depth of the vertex. We retrieve the depth value from the w-component of the projected + // vertex which contains the negated z-component of the original vertex. + // For negative parallax (out-of-screen effects) we subtract a convergence value from + // 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("\tf.pos.x += " I_STEREOPARAMS "[eye] * (f.pos.w - " I_STEREOPARAMS "[2]);\n"); + } + + if (primitive_type == PRIMITIVE_LINES) + { + out.Write("\tVS_OUTPUT l = f;\n" + "\tVS_OUTPUT r = f;\n"); + + out.Write("\tl.pos.xy -= offset * l.pos.w;\n" + "\tr.pos.xy += offset * r.pos.w;\n"); + + out.Write("\tif (" I_TEXOFFSET "[2] != 0) {\n"); + out.Write("\tfloat texOffset = 1.0 / float(" I_TEXOFFSET "[2]);\n"); + + for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i) + { + out.Write("\tif (((" I_TEXOFFSET "[0] >> %d) & 0x1) != 0)\n", i); + out.Write("\t\tr.tex%d.x += texOffset;\n", i); + } + out.Write("\t}\n"); + + EmitVertex<T>(out, "l", ApiType, true); + EmitVertex<T>(out, "r", ApiType); + } + else if (primitive_type == PRIMITIVE_POINTS) + { + out.Write("\tVS_OUTPUT ll = f;\n" + "\tVS_OUTPUT lr = f;\n" + "\tVS_OUTPUT ul = f;\n" + "\tVS_OUTPUT ur = f;\n"); + + out.Write("\tll.pos.xy += float2(-1,-1) * offset;\n" + "\tlr.pos.xy += float2(1,-1) * offset;\n" + "\tul.pos.xy += float2(-1,1) * offset;\n" + "\tur.pos.xy += offset;\n"); + + out.Write("\tif (" I_TEXOFFSET "[3] != 0) {\n"); + out.Write("\tfloat2 texOffset = float2(1.0 / float(" I_TEXOFFSET + "[3]), 1.0 / float(" I_TEXOFFSET "[3]));\n"); + + for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i) + { + out.Write("\tif (((" I_TEXOFFSET "[1] >> %d) & 0x1) != 0) {\n", i); + out.Write("\t\tll.tex%d.xy += float2(0,1) * texOffset;\n", i); + out.Write("\t\tlr.tex%d.xy += texOffset;\n", i); + out.Write("\t\tur.tex%d.xy += float2(1,0) * texOffset;\n", i); + out.Write("\t}\n"); + } + out.Write("\t}\n"); + + EmitVertex<T>(out, "ll", ApiType, true); + EmitVertex<T>(out, "lr", ApiType); + EmitVertex<T>(out, "ul", ApiType); + EmitVertex<T>(out, "ur", ApiType); + } + else + { + EmitVertex<T>(out, "f", ApiType, true); + } + + out.Write("\t}\n"); + + EndPrimitive<T>(out, ApiType); + + if (g_ActiveConfig.iStereoMode > 0 && !g_ActiveConfig.backend_info.bSupportsGSInstancing) + out.Write("\t}\n"); + + out.Write("}\n"); + + return out; } -template<class T> +template <class T> static void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_vertex) { - if (g_ActiveConfig.bWireFrame && first_vertex) - out.Write("\tif (i == 0) first = %s;\n", vertex); - - if (ApiType == API_OPENGL) - { - out.Write("\tgl_Position = %s.pos;\n", vertex); - AssignVSOutputMembers(out, "ps", vertex); - } - else - { - out.Write("\tps.o = %s;\n", vertex); - } - - if (ApiType == API_OPENGL) - out.Write("\tEmitVertex();\n"); - else - out.Write("\toutput.Append(ps);\n"); + if (g_ActiveConfig.bWireFrame && first_vertex) + out.Write("\tif (i == 0) first = %s;\n", vertex); + + if (ApiType == API_OPENGL) + { + out.Write("\tgl_Position = %s.pos;\n", vertex); + AssignVSOutputMembers(out, "ps", vertex); + } + else + { + out.Write("\tps.o = %s;\n", vertex); + } + + if (ApiType == API_OPENGL) + out.Write("\tEmitVertex();\n"); + else + out.Write("\toutput.Append(ps);\n"); } -template<class T> +template <class T> static void EndPrimitive(T& out, API_TYPE ApiType) { - if (g_ActiveConfig.bWireFrame) - EmitVertex<T>(out, "first", ApiType); + if (g_ActiveConfig.bWireFrame) + EmitVertex<T>(out, "first", ApiType); - if (ApiType == API_OPENGL) - out.Write("\tEndPrimitive();\n"); - else - out.Write("\toutput.RestartStrip();\n"); + if (ApiType == API_OPENGL) + out.Write("\tEndPrimitive();\n"); + else + out.Write("\toutput.RestartStrip();\n"); } GeometryShaderUid GetGeometryShaderUid(u32 primitive_type, API_TYPE ApiType) { - return GenerateGeometryShader<GeometryShaderUid>(primitive_type, ApiType); + return GenerateGeometryShader<GeometryShaderUid>(primitive_type, ApiType); } ShaderCode GenerateGeometryShaderCode(u32 primitive_type, API_TYPE ApiType) { - return GenerateGeometryShader<ShaderCode>(primitive_type, ApiType); + return GenerateGeometryShader<ShaderCode>(primitive_type, ApiType); } |
