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https://github.com/libretro/dolphin
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86f8768268
These are only ever used with ShaderCode instances and nothing else. Given that, we can convert these helper functions to expect that type of object as an argument and remove the need for templates, improving compiler throughput a marginal amount, as the template instantiation process doesn't need to be performed. We can also move the definitions of these functions into the cpp file, which allows us to remove a few inclusions from the ShaderGenCommon header. This uncovered a few instances of indirect inclusions being relied upon in other source files. One other benefit is this allows changes to be made to the definitions of the functions without needing to recompile all translation units that make use of these functions, making change testing a little quicker. Moving the definitions into the cpp file also allows us to completely hide DefineOutputMember() from external view, given it's only ever used inside of GenerateVSOutputMembers().
382 lines
14 KiB
C++
382 lines
14 KiB
C++
// Copyright 2014 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoCommon/GeometryShaderGen.h"
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#include <cmath>
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#include "Common/CommonTypes.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/LightingShaderGen.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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constexpr std::array<const char*, 4> primitives_ogl = {
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{"points", "lines", "triangles", "triangles"}};
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constexpr std::array<const char*, 4> primitives_d3d = {{"point", "line", "triangle", "triangle"}};
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bool geometry_shader_uid_data::IsPassthrough() const
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{
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const bool stereo = g_ActiveConfig.stereo_mode != StereoMode::Off;
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const bool wireframe = g_ActiveConfig.bWireFrame;
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return primitive_type >= static_cast<u32>(PrimitiveType::Triangles) && !stereo && !wireframe;
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}
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GeometryShaderUid GetGeometryShaderUid(PrimitiveType primitive_type)
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{
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GeometryShaderUid out;
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geometry_shader_uid_data* const uid_data = out.GetUidData();
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uid_data->primitive_type = static_cast<u32>(primitive_type);
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uid_data->numTexGens = xfmem.numTexGen.numTexGens;
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return out;
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}
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static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
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const geometry_shader_uid_data* uid_data, const char* vertex,
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APIType ApiType, bool wireframe, bool first_vertex = false);
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static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config,
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const geometry_shader_uid_data* uid_data, APIType ApiType, bool wireframe);
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ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& host_config,
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const geometry_shader_uid_data* uid_data)
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{
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ShaderCode out;
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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const bool wireframe = host_config.wireframe;
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const bool msaa = host_config.msaa;
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const bool ssaa = host_config.ssaa;
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const bool stereo = host_config.stereo;
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const PrimitiveType primitive_type = static_cast<PrimitiveType>(uid_data->primitive_type);
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const unsigned primitive_type_index = static_cast<unsigned>(uid_data->primitive_type);
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const unsigned vertex_in = std::min(static_cast<unsigned>(primitive_type_index) + 1, 3u);
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unsigned vertex_out = primitive_type == PrimitiveType::TriangleStrip ? 3 : 4;
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if (wireframe)
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vertex_out++;
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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{
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// Insert layout parameters
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if (host_config.backend_gs_instancing)
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{
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out.Write("layout(%s, invocations = %d) in;\n", primitives_ogl[primitive_type_index],
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stereo ? 2 : 1);
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out.Write("layout(%s_strip, max_vertices = %d) out;\n", wireframe ? "line" : "triangle",
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vertex_out);
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}
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else
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{
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out.Write("layout(%s) in;\n", primitives_ogl[primitive_type_index]);
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out.Write("layout(%s_strip, max_vertices = %d) out;\n", wireframe ? "line" : "triangle",
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stereo ? vertex_out * 2 : vertex_out);
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}
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}
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out.Write("%s", s_lighting_struct);
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// uniforms
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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out.Write("UBO_BINDING(std140, 3) uniform GSBlock {\n");
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else
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out.Write("cbuffer GSBlock {\n");
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out.Write("\tfloat4 " I_STEREOPARAMS ";\n"
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"\tfloat4 " I_LINEPTPARAMS ";\n"
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"\tint4 " I_TEXOFFSET ";\n"
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"};\n");
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out.Write("struct VS_OUTPUT {\n");
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GenerateVSOutputMembers(out, ApiType, uid_data->numTexGens, host_config, "");
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out.Write("};\n");
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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{
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if (host_config.backend_gs_instancing)
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out.Write("#define InstanceID gl_InvocationID\n");
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out.Write("VARYING_LOCATION(0) in VertexData {\n");
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GenerateVSOutputMembers(out, ApiType, uid_data->numTexGens, host_config,
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GetInterpolationQualifier(msaa, ssaa, true, true));
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out.Write("} vs[%d];\n", vertex_in);
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out.Write("VARYING_LOCATION(0) out VertexData {\n");
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GenerateVSOutputMembers(out, ApiType, uid_data->numTexGens, host_config,
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GetInterpolationQualifier(msaa, ssaa, true, false));
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if (stereo)
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out.Write("\tflat int layer;\n");
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out.Write("} ps;\n");
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out.Write("void main()\n{\n");
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}
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else // D3D
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{
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out.Write("struct VertexData {\n");
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out.Write("\tVS_OUTPUT o;\n");
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if (stereo)
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out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n");
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out.Write("};\n");
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if (host_config.backend_gs_instancing)
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{
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out.Write("[maxvertexcount(%d)]\n[instance(%d)]\n", vertex_out, stereo ? 2 : 1);
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out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output, in uint "
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"InstanceID : SV_GSInstanceID)\n{\n",
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primitives_d3d[primitive_type_index], vertex_in, wireframe ? "Line" : "Triangle");
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}
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else
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{
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out.Write("[maxvertexcount(%d)]\n", stereo ? vertex_out * 2 : vertex_out);
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out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output)\n{\n",
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primitives_d3d[primitive_type_index], vertex_in, wireframe ? "Line" : "Triangle");
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}
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out.Write("\tVertexData ps;\n");
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}
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if (primitive_type == PrimitiveType::Lines)
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{
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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{
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out.Write("\tVS_OUTPUT start, end;\n");
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AssignVSOutputMembers(out, "start", "vs[0]", uid_data->numTexGens, host_config);
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AssignVSOutputMembers(out, "end", "vs[1]", uid_data->numTexGens, host_config);
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}
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else
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{
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out.Write("\tVS_OUTPUT start = o[0];\n");
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out.Write("\tVS_OUTPUT end = o[1];\n");
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}
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// GameCube/Wii's line drawing algorithm is a little quirky. It does not
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// use the correct line caps. Instead, the line caps are vertical or
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// horizontal depending the slope of the line.
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out.Write("\tfloat2 offset;\n"
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"\tfloat2 to = abs(end.pos.xy / end.pos.w - start.pos.xy / start.pos.w);\n"
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// FIXME: What does real hardware do when line is at a 45-degree angle?
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// FIXME: Lines aren't drawn at the correct width. See Twilight Princess map.
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"\tif (" I_LINEPTPARAMS ".y * to.y > " I_LINEPTPARAMS ".x * to.x) {\n"
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// Line is more tall. Extend geometry left and right.
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// Lerp LineWidth/2 from [0..VpWidth] to [-1..1]
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"\t\toffset = float2(" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".x, 0);\n"
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"\t} else {\n"
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// Line is more wide. Extend geometry up and down.
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// Lerp LineWidth/2 from [0..VpHeight] to [1..-1]
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"\t\toffset = float2(0, -" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".y);\n"
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"\t}\n");
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}
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else if (primitive_type == PrimitiveType::Points)
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{
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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{
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out.Write("\tVS_OUTPUT center;\n");
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AssignVSOutputMembers(out, "center", "vs[0]", uid_data->numTexGens, host_config);
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}
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else
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{
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out.Write("\tVS_OUTPUT center = o[0];\n");
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}
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// Offset from center to upper right vertex
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// Lerp PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1]
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out.Write("\tfloat2 offset = float2(" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS
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".x, -" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS ".y) * center.pos.w;\n");
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}
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if (stereo)
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{
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// If the GPU supports invocation we don't need a for loop and can simply use the
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// invocation identifier to determine which layer we're rendering.
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if (host_config.backend_gs_instancing)
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out.Write("\tint eye = InstanceID;\n");
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else
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out.Write("\tfor (int eye = 0; eye < 2; ++eye) {\n");
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}
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if (wireframe)
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out.Write("\tVS_OUTPUT first;\n");
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out.Write("\tfor (int i = 0; i < %d; ++i) {\n", vertex_in);
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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{
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out.Write("\tVS_OUTPUT f;\n");
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AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, host_config);
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if (host_config.backend_depth_clamp &&
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DriverDetails::HasBug(DriverDetails::BUG_BROKEN_CLIP_DISTANCE))
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{
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// On certain GPUs we have to consume the clip distance from the vertex shader
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// or else the other vertex shader outputs will get corrupted.
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out.Write("\tf.clipDist0 = gl_in[i].gl_ClipDistance[0];\n");
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out.Write("\tf.clipDist1 = gl_in[i].gl_ClipDistance[1];\n");
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}
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}
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else
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{
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out.Write("\tVS_OUTPUT f = o[i];\n");
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}
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if (stereo)
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{
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// Select the output layer
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out.Write("\tps.layer = eye;\n");
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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out.Write("\tgl_Layer = eye;\n");
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// For stereoscopy add a small horizontal offset in Normalized Device Coordinates proportional
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// to the depth of the vertex. We retrieve the depth value from the w-component of the projected
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// vertex which contains the negated z-component of the original vertex.
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// For negative parallax (out-of-screen effects) we subtract a convergence value from
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// the depth value. This results in objects at a distance smaller than the convergence
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// distance to seemingly appear in front of the screen.
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// This formula is based on page 13 of the "Nvidia 3D Vision Automatic, Best Practices Guide"
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out.Write("\tfloat hoffset = (eye == 0) ? " I_STEREOPARAMS ".x : " I_STEREOPARAMS ".y;\n");
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out.Write("\tf.pos.x += hoffset * (f.pos.w - " I_STEREOPARAMS ".z);\n");
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}
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if (primitive_type == PrimitiveType::Lines)
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{
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out.Write("\tVS_OUTPUT l = f;\n"
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"\tVS_OUTPUT r = f;\n");
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out.Write("\tl.pos.xy -= offset * l.pos.w;\n"
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"\tr.pos.xy += offset * r.pos.w;\n");
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out.Write("\tif (" I_TEXOFFSET "[2] != 0) {\n");
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out.Write("\tfloat texOffset = 1.0 / float(" I_TEXOFFSET "[2]);\n");
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for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
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{
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out.Write("\tif (((" I_TEXOFFSET "[0] >> %d) & 0x1) != 0)\n", i);
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out.Write("\t\tr.tex%d.x += texOffset;\n", i);
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}
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out.Write("\t}\n");
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EmitVertex(out, host_config, uid_data, "l", ApiType, wireframe, true);
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EmitVertex(out, host_config, uid_data, "r", ApiType, wireframe);
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}
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else if (primitive_type == PrimitiveType::Points)
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{
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out.Write("\tVS_OUTPUT ll = f;\n"
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"\tVS_OUTPUT lr = f;\n"
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"\tVS_OUTPUT ul = f;\n"
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"\tVS_OUTPUT ur = f;\n");
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out.Write("\tll.pos.xy += float2(-1,-1) * offset;\n"
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"\tlr.pos.xy += float2(1,-1) * offset;\n"
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"\tul.pos.xy += float2(-1,1) * offset;\n"
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"\tur.pos.xy += offset;\n");
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out.Write("\tif (" I_TEXOFFSET "[3] != 0) {\n");
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out.Write("\tfloat2 texOffset = float2(1.0 / float(" I_TEXOFFSET
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"[3]), 1.0 / float(" I_TEXOFFSET "[3]));\n");
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for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
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{
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out.Write("\tif (((" I_TEXOFFSET "[1] >> %d) & 0x1) != 0) {\n", i);
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out.Write("\t\tul.tex%d.xy += float2(0,1) * texOffset;\n", i);
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out.Write("\t\tur.tex%d.xy += texOffset;\n", i);
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out.Write("\t\tlr.tex%d.xy += float2(1,0) * texOffset;\n", i);
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out.Write("\t}\n");
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}
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out.Write("\t}\n");
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EmitVertex(out, host_config, uid_data, "ll", ApiType, wireframe, true);
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EmitVertex(out, host_config, uid_data, "lr", ApiType, wireframe);
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EmitVertex(out, host_config, uid_data, "ul", ApiType, wireframe);
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EmitVertex(out, host_config, uid_data, "ur", ApiType, wireframe);
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}
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else
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{
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EmitVertex(out, host_config, uid_data, "f", ApiType, wireframe, true);
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}
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out.Write("\t}\n");
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EndPrimitive(out, host_config, uid_data, ApiType, wireframe);
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if (stereo && !host_config.backend_gs_instancing)
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out.Write("\t}\n");
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out.Write("}\n");
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return out;
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}
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static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
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const geometry_shader_uid_data* uid_data, const char* vertex,
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APIType ApiType, bool wireframe, bool first_vertex)
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{
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if (wireframe && first_vertex)
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out.Write("\tif (i == 0) first = %s;\n", vertex);
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if (ApiType == APIType::OpenGL)
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{
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out.Write("\tgl_Position = %s.pos;\n", vertex);
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if (host_config.backend_depth_clamp)
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{
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out.Write("\tgl_ClipDistance[0] = %s.clipDist0;\n", vertex);
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out.Write("\tgl_ClipDistance[1] = %s.clipDist1;\n", vertex);
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}
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AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, host_config);
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}
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else if (ApiType == APIType::Vulkan)
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{
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// Vulkan NDC space has Y pointing down (right-handed NDC space).
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out.Write("\tgl_Position = %s.pos;\n", vertex);
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out.Write("\tgl_Position.y = -gl_Position.y;\n");
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AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, host_config);
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}
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else
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{
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out.Write("\tps.o = %s;\n", vertex);
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}
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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out.Write("\tEmitVertex();\n");
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else
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out.Write("\toutput.Append(ps);\n");
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}
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static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config,
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const geometry_shader_uid_data* uid_data, APIType ApiType, bool wireframe)
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{
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if (wireframe)
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EmitVertex(out, host_config, uid_data, "first", ApiType, wireframe);
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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out.Write("\tEndPrimitive();\n");
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else
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out.Write("\toutput.RestartStrip();\n");
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}
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void EnumerateGeometryShaderUids(const std::function<void(const GeometryShaderUid&)>& callback)
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{
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GeometryShaderUid uid;
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const std::array<PrimitiveType, 3> primitive_lut = {
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{g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? PrimitiveType::TriangleStrip :
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PrimitiveType::Triangles,
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PrimitiveType::Lines, PrimitiveType::Points}};
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for (PrimitiveType primitive : primitive_lut)
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{
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geometry_shader_uid_data* const guid = uid.GetUidData();
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guid->primitive_type = static_cast<u32>(primitive);
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for (u32 texgens = 0; texgens <= 8; texgens++)
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{
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guid->numTexGens = texgens;
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callback(uid);
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}
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}
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}
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