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| author | JMC47 <JMC4789@gmail.com> | 2022-10-23 01:49:26 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-10-23 01:49:26 -0400 |
| commit | cdcbe51b2a0c4dd78ab8d1d3ad38d8ab2947405b (patch) | |
| tree | 5d29d92713f591f003b7d83da63b427b3c847ea1 /Source/Core/VideoCommon/GeometryShaderGen.cpp | |
| parent | 06bd0a908692f61702a483c51c93fadb2ed7eefc (diff) | |
| parent | 1e9b6f88e4c13722a2a47aeb0d54df95c3a07c69 (diff) | |
Merge pull request #10890 from tellowkrinkle/VertexLineExpand
VideoCommon: Add vertex shader point/line expansion
Diffstat (limited to 'Source/Core/VideoCommon/GeometryShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/GeometryShaderGen.cpp | 23 |
1 files changed, 3 insertions, 20 deletions
diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp index 818a22bfa4..2db201c636 100644 --- a/Source/Core/VideoCommon/GeometryShaderGen.cpp +++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp @@ -97,10 +97,8 @@ ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig& else out.Write("cbuffer GSBlock {{\n"); - out.Write("\tfloat4 " I_STEREOPARAMS ";\n" - "\tfloat4 " I_LINEPTPARAMS ";\n" - "\tint4 " I_TEXOFFSET ";\n" - "}};\n"); + out.Write("{}", s_geometry_shader_uniforms); + out.Write("}};\n"); out.Write("struct VS_OUTPUT {{\n"); GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, "", @@ -171,22 +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) { |
