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| author | Dolphin Bot <dolphin-emu-bot@users.noreply.github.com> | 2014-12-14 13:42:45 +0100 |
|---|---|---|
| committer | Dolphin Bot <dolphin-emu-bot@users.noreply.github.com> | 2014-12-14 13:42:45 +0100 |
| commit | 21ac9aa715d7bfc24e52474c2511892ed4ad6ac8 (patch) | |
| tree | 5f0bbfc8bb3ee85a9210b1ef7e6a25d203e83b93 /Source/Core/VideoCommon/PixelShaderGen.cpp | |
| parent | 5aa1d4733d30c2779bd857940699c01d079fe80f (diff) | |
| parent | 6c7bed25a541a3093a9e9e6c43751b34592e42c0 (diff) | |
Merge pull request #1612 from Armada651/d3d-stereo-3d
D3D: Add geometry shader stereoscopy support.
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/PixelShaderGen.cpp | 23 |
1 files changed, 13 insertions, 10 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index 0e0e9d214c..48cd5b8fec 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -205,7 +205,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T out.Write("\n"); for (int i = 0; i < 8; ++i) - out.Write("Texture2D Tex%d : register(t%d);\n", i, i); + out.Write("Texture2DArray Tex%d : register(t%d);\n", i, i); } out.Write("\n"); @@ -264,7 +264,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T } } - GenerateVSOutputStruct(out, ApiType); + GenerateVSOutputStruct<T>(out, ApiType); const bool forced_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ && bpmem.UseEarlyDepthTest() && (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED); const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) || (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z); @@ -319,7 +319,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T uid_data->stereo = g_ActiveConfig.iStereoMode > 0; if (g_ActiveConfig.iStereoMode > 0) { - out.Write("centroid in VS_OUTPUT f;\n"); + out.Write("centroid in VS_OUTPUT vs;\n"); out.Write("flat in int layer;\n"); } else @@ -348,19 +348,19 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T // Let's set up attributes for (unsigned int i = 0; i < numTexgen; ++i) { - out.Write("\tfloat3 uv%d = f.tex%d;\n", i, i); + out.Write("\tfloat3 uv%d = vs.tex%d;\n", i, i); } - out.Write("\tfloat4 clipPos = f.clipPos;\n"); + out.Write("\tfloat4 clipPos = vs.clipPos;\n"); if (g_ActiveConfig.bEnablePixelLighting) { - out.Write("\tfloat4 Normal = f.Normal;\n"); + out.Write("\tfloat4 Normal = vs.Normal;\n"); } } // On Mali, global variables must be initialized as constants. // This is why we initialize these variables locally instead. - out.Write("\tfloat4 colors_0 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "f.colors_0" : "colors_02"); - out.Write("\tfloat4 colors_1 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "f.colors_1" : "colors_12"); + out.Write("\tfloat4 colors_0 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "vs.colors_0" : "colors_02"); + out.Write("\tfloat4 colors_1 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "vs.colors_1" : "colors_12"); out.Write("\tfloat4 rawpos = gl_FragCoord;\n"); } @@ -372,7 +372,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T per_pixel_depth ? "\n out float depth : SV_Depth," : ""); out.Write(" in centroid float4 colors_0 : COLOR0,\n"); - out.Write(" in centroid float4 colors_1 : COLOR1"); + out.Write(" in centroid float4 colors_1 : COLOR1\n"); // compute window position if needed because binding semantic WPOS is not widely supported for (unsigned int i = 0; i < numTexgen; ++i) @@ -380,6 +380,9 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T out.Write(",\n in centroid float4 clipPos : TEXCOORD%d", numTexgen); if (g_ActiveConfig.bEnablePixelLighting) out.Write(",\n in centroid float4 Normal : TEXCOORD%d", numTexgen + 1); + uid_data->stereo = g_ActiveConfig.iStereoMode > 0; + if (g_ActiveConfig.iStereoMode > 0) + out.Write(",\n in uint layer : SV_RenderTargetArrayIndex\n"); out.Write(" ) {\n"); } @@ -938,7 +941,7 @@ static inline void SampleTexture(T& out, const char *texcoords, const char *texs out.SetConstantsUsed(C_TEXDIMS+texmap,C_TEXDIMS+texmap); if (ApiType == API_D3D) - out.Write("iround(255.0 * Tex%d.Sample(samp%d,%s.xy * " I_TEXDIMS"[%d].xy)).%s;\n", texmap,texmap, texcoords, texmap, texswap); + out.Write("iround(255.0 * Tex%d.Sample(samp%d, float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texmap, texcoords, texmap, g_ActiveConfig.iStereoMode > 0 ? "layer" : "0.0", texswap); else out.Write("iround(255.0 * texture(samp%d, float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texcoords, texmap, g_ActiveConfig.iStereoMode > 0 ? "layer" : "0.0", texswap); } |
