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authorJules Blok <jules.blok@gmail.com>2014-10-30 02:08:15 +0100
committerJules Blok <jules.blok@gmail.com>2014-11-23 14:27:38 +0100
commit6cacfad010b05cd9d79056a81c4dc7d19ca57273 (patch)
tree24a3879f82ddf899f39313bebe84322404833d2d /Source/Core/VideoCommon/GeometryShaderGen.cpp
parent4fd943aedd9d2fbc59cd1d5181630da128e7446a (diff)
GeometryShader: Transform the projection within the geometry shader.
Reduces the amount of data transferred through uniforms. The shearing transformation is reduced to a single multiplication/addition for optimization.
Diffstat (limited to 'Source/Core/VideoCommon/GeometryShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/GeometryShaderGen.cpp12
1 files changed, 7 insertions, 5 deletions
diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp
index f016acd6f4..6a39e2ca1d 100644
--- a/Source/Core/VideoCommon/GeometryShaderGen.cpp
+++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp
@@ -70,16 +70,18 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
out.Write("flat out int layer;\n");
out.Write("void main()\n{\n");
- if (!g_ActiveConfig.backend_info.bSupportsGSInstancing)
+ if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
+ out.Write("\tlayer = gl_InvocationID;\n");
+ else
out.Write("\tfor (layer = 0; layer < %d; ++layer) {\n", g_ActiveConfig.bStereo ? 2 : 1);
+ out.Write("\tgl_Layer = layer;\n");
+ out.Write("\tvec4 stereoproj = "I_PROJECTION"[0];\n");
+ out.Write("\tstereoproj[2] += "I_STEREOOFFSET"[layer] * stereoproj[0];\n");
out.Write("\tfor (int i = 0; i < gl_in.length(); ++i) {\n");
out.Write("\t\to = v[i];\n");
- if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
- out.Write("\t\tlayer = gl_InvocationID;\n");
if (g_ActiveConfig.bStereo)
- out.Write("\t\to.pos = float4(dot(" I_STEREOPROJECTION"[layer * 4 + 0], v[i].rawpos), dot(" I_STEREOPROJECTION"[layer * 4 + 1], v[i].rawpos), dot(" I_STEREOPROJECTION"[layer * 4 + 2], v[i].rawpos), dot(" I_STEREOPROJECTION"[layer * 4 + 3], v[i].rawpos)); \n");
+ out.Write("\t\to.pos = float4(dot(stereoproj, v[i].rawpos), dot(" I_PROJECTION"[1], v[i].rawpos), dot(" I_PROJECTION"[2], v[i].rawpos), dot(" I_PROJECTION"[3], v[i].rawpos)); \n");
out.Write("\t\tgl_Position = o.pos;\n");
- out.Write("\t\tgl_Layer = layer;\n");
out.Write("\t\tEmitVertex();\n");
out.Write("\t}\n");
out.Write("\tEndPrimitive();\n");