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authorPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
committerPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
commit3570c7f03a2aa90aa634f96c0af1969af610f14d (patch)
tree4252e03c0e853ba7cffe022937698c854ad0eaa9 /Source/Core/VideoCommon/GeometryShaderGen.cpp
parent2115e8a4a6814e32107b5205ff5c95bbd3c6e99c (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.cpp595
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);
}