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authorTellowKrinkle <tellowkrinkle@gmail.com>2022-10-04 22:54:30 -0500
committerTellowKrinkle <tellowkrinkle@gmail.com>2022-10-22 20:13:24 -0500
commitb567f3afcf79ab9333e9f5b17bad9aa17880b74e (patch)
tree9f560726e74b76d24bb1151002c5f583fc9749dd /Source/Core/VideoCommon/GeometryShaderGen.cpp
parent0a42c534c397b6f99013c25c03799c1c673885b4 (diff)
VideoCommon: Move repeated point/line expansion code to ShaderGenCommon
Diffstat (limited to 'Source/Core/VideoCommon/GeometryShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/GeometryShaderGen.cpp17
1 files changed, 1 insertions, 16 deletions
diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp
index 04d0062982..2db201c636 100644
--- a/Source/Core/VideoCommon/GeometryShaderGen.cpp
+++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp
@@ -169,22 +169,7 @@ ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig&
"\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");
+ GenerateLineOffset(out, "\t", "\t\t", "end.pos", "start.pos", "");
}
else if (primitive_type == PrimitiveType::Points)
{