diff options
| author | Jules Blok <jules.blok@gmail.com> | 2014-10-16 18:52:32 +0200 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2014-11-23 14:22:55 +0100 |
| commit | b005f61a2e8e34e9de10183d1fe6f873f7dd9133 (patch) | |
| tree | ff37bdf24c63fed58d0979de95dc41fdac55abdb /Source/Core/VideoCommon/GeometryShaderGen.cpp | |
| parent | 6670cacddcc6aacc17181409457c575c6539cace (diff) | |
Add geometry shader generator for stereo 3D.
Diffstat (limited to 'Source/Core/VideoCommon/GeometryShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/GeometryShaderGen.cpp | 109 |
1 files changed, 109 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp new file mode 100644 index 0000000000..1da342d68a --- /dev/null +++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp @@ -0,0 +1,109 @@ +// Copyright 2013 Dolphin Emulator Project +// Licensed under GPLv2 +// Refer to the license.txt file included. + +#include <cmath> +#include <locale.h> +#ifdef __APPLE__ + #include <xlocale.h> +#endif + +#include "VideoCommon/GeometryShaderGen.h" +#include "VideoCommon/VideoConfig.h" +#include "VideoCommon/VertexShaderGen.h" +#include "VideoCommon/LightingShaderGen.h" + +static char text[16384]; + +template<class T> +static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiType) +{ + // 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) + uid_data = &dummy_data; + + out.SetBuffer(text); + const bool is_writing_shadercode = (out.GetBuffer() != nullptr); +#ifndef ANDROID + locale_t locale; + locale_t old_locale; + if (is_writing_shadercode) + { + locale = newlocale(LC_NUMERIC_MASK, "C", nullptr); // New locale for compilation + old_locale = uselocale(locale); // Apply the locale for this thread + } +#endif + + if (is_writing_shadercode) + text[sizeof(text) - 1] = 0x7C; // canary + + out.Write("//Geometry Shader for 3D stereoscopy\n"); + + if (ApiType == API_OPENGL) + { + // Insert layout parameters + out.Write("layout(triangles, invocations = %d) in;\n", g_ActiveConfig.bStereo ? 2 : 1); + out.Write("layout(triangle_strip, max_vertices = 3) out;\n"); + } + + out.Write("%s", s_lighting_struct); + + // uniforms + /*if (ApiType == API_OPENGL) + out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : ""); + else + out.Write("cbuffer VSBlock {\n"); + out.Write( + "\tfloat4 " I_POSNORMALMATRIX"[6];\n" + "\tfloat4 " I_PROJECTION"[4];\n" + "\tint4 " I_MATERIALS"[4];\n" + "\tLight " I_LIGHTS"[8];\n" + "\tfloat4 " I_TEXMATRICES"[24];\n" + "\tfloat4 " I_TRANSFORMMATRICES"[64];\n" + "\tfloat4 " I_NORMALMATRICES"[32];\n" + "\tfloat4 " I_POSTTRANSFORMMATRICES"[64];\n" + "\tfloat4 " I_DEPTHPARAMS";\n" + "};\n");*/ + + ShaderCode code; + char buf[16384]; + code.SetBuffer(buf); + GenerateVSOutputStructForGS(code, ApiType); + out.Write(code.GetBuffer()); + + out.Write("in VS_OUTPUT vertices[];\n"); + out.Write("out VS_OUTPUT frag;\n"); + + out.Write("void main()\n{\n"); + out.Write("\tfor (int i = 0; i < gl_in.length(); ++i) {\n"); + out.Write("\t\tfrag = vertices[i];\n"); + out.Write("\t\tgl_Position = gl_in[i].gl_Position;\n"); + out.Write("\t\tgl_Layer = gl_InvocationID;\n"); + out.Write("\t\tEmitVertex();\n"); + out.Write("\t}\n"); + out.Write("\tEndPrimitive();\n"); + out.Write("}\n"); + + if (is_writing_shadercode) + { + if (text[sizeof(text) - 1] != 0x7C) + PanicAlert("GeometryShader generator - buffer too small, canary has been eaten!"); + +#ifndef ANDROID + uselocale(old_locale); // restore locale + freelocale(locale); +#endif + } +} + +void GetGeometryShaderUid(GeometryShaderUid& object, u32 components, API_TYPE ApiType) +{ + GenerateGeometryShader<GeometryShaderUid>(object, components, ApiType); +} + +void GenerateGeometryShaderCode(ShaderCode& object, u32 components, API_TYPE ApiType) +{ + GenerateGeometryShader<ShaderCode>(object, components, ApiType); +} |
