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authorJules Blok <jules.blok@gmail.com>2014-11-04 11:53:19 +0100
committerJules Blok <jules.blok@gmail.com>2014-11-23 14:27:40 +0100
commit27f3f804a0fd002a19143b2373a6c622fcb56589 (patch)
tree55198522c3acc4efe14aafddbb153d233809915f /Source/Core/VideoCommon/VertexShaderGen.cpp
parent51a4d6a4bef09e7b270ee26e5b2889379819da45 (diff)
ShaderGen: Only pass VS_OUTPUT between shaders if stereo 3D is enabled.
GLSL130 doesn't support passing structs between shaders. This is not a problem for stereo 3D which has a GLSL150 requirement.
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexShaderGen.cpp44
1 files changed, 40 insertions, 4 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp
index 700bd0d2a6..24c6f39f46 100644
--- a/Source/Core/VideoCommon/VertexShaderGen.cpp
+++ b/Source/Core/VideoCommon/VertexShaderGen.cpp
@@ -123,11 +123,31 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
}
uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
- out.Write("centroid out VS_OUTPUT %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "v" : "o");
+ if (g_ActiveConfig.iStereoMode > 0)
+ {
+ out.Write("centroid out VS_OUTPUT o;\n");
+ }
+ else
+ {
+ // Let's set up attributes
+ for (size_t i = 0; i < 8; ++i)
+ {
+ if (i < xfmem.numTexGen.numTexGens)
+ {
+ out.Write("centroid out float3 uv%d;\n", i);
+ }
+ }
+
+ out.Write("centroid out float4 clipPos;\n");
+ if (g_ActiveConfig.bEnablePixelLighting)
+ out.Write("centroid out float4 Normal;\n");
+ out.Write("centroid out float4 colors_02;\n");
+ out.Write("centroid out float4 colors_12;\n");
+ }
out.Write("void main()\n{\n");
- if (g_ActiveConfig.iStereoMode > 0)
+ if (g_ActiveConfig.iStereoMode <= 0)
out.Write("VS_OUTPUT o;\n");
}
else // D3D
@@ -414,8 +434,24 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
if (api_type == API_OPENGL)
{
- if (g_ActiveConfig.iStereoMode > 0)
- out.Write("v = o;\n");
+ if (g_ActiveConfig.iStereoMode <= 0)
+ {
+ // Bit ugly here
+ // TODO: Make pretty
+ // Will look better when we bind uniforms in GLSL 1.3
+ // clipPos/w needs to be done in pixel shader, not here
+
+ for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
+ out.Write("uv%d.xyz = o.tex%d;\n", i, i);
+
+ out.Write("clipPos = o.clipPos;\n");
+
+ if (g_ActiveConfig.bEnablePixelLighting)
+ out.Write("Normal = o.Normal;\n");
+
+ out.Write("colors_02 = o.colors_0;\n");
+ out.Write("colors_12 = o.colors_1;\n");
+ }
out.Write("gl_Position = o.pos;\n");
}