diff options
| author | Ryan Houdek <Sonicadvance1@gmail.com> | 2014-11-28 11:45:38 -0600 |
|---|---|---|
| committer | Ryan Houdek <Sonicadvance1@gmail.com> | 2014-11-28 11:45:38 -0600 |
| commit | ce059769f6bf13118366f77fea926727efcf4510 (patch) | |
| tree | 8ea7f2014f086f1df0f661697863c5b72d633a5b /Source/Core/VideoCommon/GeometryShaderGen.cpp | |
| parent | 0e3d20c349ead263a630463beeb4335aaf512e42 (diff) | |
| parent | 6d51455195e95a1bb97eb263fcd3423c757f59e7 (diff) | |
Merge pull request #1439 from Armada651/ogl-stereo-3d
OGL: Stereoscopic 3D Support
Diffstat (limited to 'Source/Core/VideoCommon/GeometryShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/GeometryShaderGen.cpp | 134 |
1 files changed, 134 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp new file mode 100644 index 0000000000..83a590a7ed --- /dev/null +++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp @@ -0,0 +1,134 @@ +// 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/LightingShaderGen.h" +#include "VideoCommon/VertexShaderGen.h" +#include "VideoCommon/VideoConfig.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"); + + uid_data->stereo = g_ActiveConfig.iStereoMode > 0; + if (ApiType == API_OPENGL) + { + // Insert layout parameters + if (g_ActiveConfig.backend_info.bSupportsGSInstancing) + out.Write("layout(triangles, invocations = %d) in;\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1); + else + out.Write("layout(triangles) in;\n"); + out.Write("layout(triangle_strip, max_vertices = %d) out;\n", g_ActiveConfig.backend_info.bSupportsGSInstancing ? 3 : 6); + } + + 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(s_shader_uniforms); + out.Write("};\n"); + + uid_data->numTexGens = xfmem.numTexGen.numTexGens; + uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting; + + GenerateVSOutputStruct(out, ApiType); + + out.Write("centroid in VS_OUTPUT o[3];\n"); + out.Write("centroid out VS_OUTPUT f;\n"); + + out.Write("flat out int layer;\n"); + + out.Write("void main()\n{\n"); + + // 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 l = gl_InvocationID;\n"); + else + out.Write("\tfor (int l = 0; l < %d; ++l) {\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1); + + out.Write("\tfor (int i = 0; i < 3; ++i) {\n"); + out.Write("\t\tlayer = l;\n"); + out.Write("\t\tgl_Layer = l;\n"); + out.Write("\t\tf = o[i];\n"); + out.Write("\t\tfloat4 pos = o[i].pos;\n"); + + if (g_ActiveConfig.iStereoMode > 0) + { + // 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("\t\tf.clipPos.x = o[i].clipPos.x + " I_STEREOPARAMS"[l] * (o[i].clipPos.w - " I_STEREOPARAMS"[2]);\n"); + out.Write("\t\tpos.x = o[i].pos.x + " I_STEREOPARAMS"[l] * (o[i].pos.w - " I_STEREOPARAMS"[2]);\n"); + } + + out.Write("\t\tf.pos.x = pos.x;\n"); + out.Write("\t\tgl_Position = pos;\n"); + out.Write("\t\tEmitVertex();\n"); + out.Write("\t}\n"); + out.Write("\tEndPrimitive();\n"); + + if (!g_ActiveConfig.backend_info.bSupportsGSInstancing) + out.Write("\t}\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); +} |
