diff options
| author | Jules Blok <jules.blok@gmail.com> | 2014-12-15 21:09:25 +0100 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2014-12-15 22:47:41 +0100 |
| commit | 275af9c5e44129db8d039a0a0a7c1a721d6ab05a (patch) | |
| tree | fdb997176b87e27376ebf1826213f28538acde92 /Source/Core/VideoCommon/PixelShaderGen.cpp | |
| parent | 382e1c22db91d863b55d6223d4893cb629dab810 (diff) | |
VideoCommon: Assume we always use a geometry shader, not just for stereoscopy.
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/PixelShaderGen.cpp | 47 |
1 files changed, 13 insertions, 34 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index 48cd5b8fec..742f9c0a60 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -316,51 +316,30 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T // As a workaround, we interpolate at the centroid of the coveraged pixel, which // is always inside the primitive. // Without MSAA, this flag is defined to have no effect. + out.Write("centroid in VS_OUTPUT vs;\n"); + uid_data->stereo = g_ActiveConfig.iStereoMode > 0; if (g_ActiveConfig.iStereoMode > 0) - { - out.Write("centroid in VS_OUTPUT vs;\n"); out.Write("flat in int layer;\n"); - } - else - { - out.Write("centroid in float4 colors_02;\n"); - out.Write("centroid in float4 colors_12;\n"); - - // compute window position if needed because binding semantic WPOS is not widely supported - // Let's set up attributes - for (unsigned int i = 0; i < numTexgen; ++i) - { - out.Write("centroid in float3 uv%d;\n", i); - } - out.Write("centroid in float4 clipPos;\n"); - if (g_ActiveConfig.bEnablePixelLighting) - { - out.Write("centroid in float4 Normal;\n"); - } - } out.Write("void main()\n{\n"); - if (g_ActiveConfig.iStereoMode > 0) + // compute window position if needed because binding semantic WPOS is not widely supported + // Let's set up attributes + for (unsigned int i = 0; i < numTexgen; ++i) { - // compute window position if needed because binding semantic WPOS is not widely supported - // Let's set up attributes - for (unsigned int i = 0; i < numTexgen; ++i) - { - out.Write("\tfloat3 uv%d = vs.tex%d;\n", i, i); - } - out.Write("\tfloat4 clipPos = vs.clipPos;\n"); - if (g_ActiveConfig.bEnablePixelLighting) - { - out.Write("\tfloat4 Normal = vs.Normal;\n"); - } + out.Write("\tfloat3 uv%d = vs.tex%d;\n", i, i); + } + out.Write("\tfloat4 clipPos = vs.clipPos;\n"); + if (g_ActiveConfig.bEnablePixelLighting) + { + 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) ? "vs.colors_0" : "colors_02"); - out.Write("\tfloat4 colors_1 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "vs.colors_1" : "colors_12"); + out.Write("\tfloat4 colors_0 = vs.colors_0;\n"); + out.Write("\tfloat4 colors_1 = vs.colors_1;\n"); out.Write("\tfloat4 rawpos = gl_FragCoord;\n"); } |
