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https://github.com/dolphin-emu/dolphin.git
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361 lines
13 KiB
C++
361 lines
13 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 <cmath>
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#include <cstring>
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#include "Common/CommonTypes.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/GeometryShaderGen.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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static const char* primitives_ogl[] = {"points", "lines", "triangles"};
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static const char* primitives_d3d[] = {"point", "line", "triangle"};
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template <class T>
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static void EmitVertex(T& out, const char* vertex, APIType ApiType, bool first_vertex = false);
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template <class T>
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static void EndPrimitive(T& out, APIType ApiType);
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GeometryShaderUid GetGeometryShaderUid(u32 primitive_type)
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{
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ShaderUid<geometry_shader_uid_data> out;
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geometry_shader_uid_data* uid_data = out.GetUidData<geometry_shader_uid_data>();
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memset(uid_data, 0, sizeof(geometry_shader_uid_data));
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uid_data->primitive_type = primitive_type;
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uid_data->wireframe = g_ActiveConfig.bWireFrame;
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uid_data->msaa = g_ActiveConfig.iMultisamples > 1;
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uid_data->ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA;
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uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
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uid_data->numTexGens = xfmem.numTexGen.numTexGens;
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uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
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return out;
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}
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static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data,
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const char* vertex, APIType ApiType, bool first_vertex = false);
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static void EndPrimitive(ShaderCode& out, const geometry_shader_uid_data* uid_data,
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APIType ApiType);
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ShaderCode GenerateGeometryShaderCode(APIType ApiType, 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 unsigned int vertex_in = uid_data->primitive_type + 1;
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unsigned int vertex_out = uid_data->primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4;
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if (uid_data->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 (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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{
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out.Write("layout(%s, invocations = %d) in;\n", primitives_ogl[uid_data->primitive_type],
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uid_data->stereo ? 2 : 1);
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out.Write("layout(%s_strip, max_vertices = %d) out;\n",
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uid_data->wireframe ? "line" : "triangle", 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[uid_data->primitive_type]);
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out.Write("layout(%s_strip, max_vertices = %d) out;\n",
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uid_data->wireframe ? "line" : "triangle",
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uid_data->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<ShaderCode>(out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
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"");
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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 (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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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<ShaderCode>(
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out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
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GetInterpolationQualifier(uid_data->msaa, uid_data->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<ShaderCode>(
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out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true));
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if (uid_data->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 (uid_data->stereo)
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out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n");
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out.Write("};\n");
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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{
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out.Write("[maxvertexcount(%d)]\n[instance(%d)]\n", vertex_out, uid_data->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[uid_data->primitive_type], vertex_in,
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uid_data->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", uid_data->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[uid_data->primitive_type], vertex_in,
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uid_data->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 (uid_data->primitive_type == PRIMITIVE_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, uid_data->pixel_lighting);
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AssignVSOutputMembers(out, "end", "vs[1]", uid_data->numTexGens, uid_data->pixel_lighting);
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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 (uid_data->primitive_type == PRIMITIVE_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, uid_data->pixel_lighting);
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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 (uid_data->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 (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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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 (uid_data->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, uid_data->pixel_lighting);
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if (g_ActiveConfig.backend_info.bSupportsDepthClamp &&
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DriverDetails::HasBug(DriverDetails::BUG_BROKENCLIPDISTANCE))
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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 (uid_data->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 (uid_data->primitive_type == PRIMITIVE_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, uid_data, "l", ApiType, true);
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EmitVertex(out, uid_data, "r", ApiType);
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}
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else if (uid_data->primitive_type == PRIMITIVE_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\tll.tex%d.xy += float2(0,1) * texOffset;\n", i);
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out.Write("\t\tlr.tex%d.xy += texOffset;\n", i);
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out.Write("\t\tur.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, uid_data, "ll", ApiType, true);
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EmitVertex(out, uid_data, "lr", ApiType);
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EmitVertex(out, uid_data, "ul", ApiType);
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EmitVertex(out, uid_data, "ur", ApiType);
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}
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else
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{
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EmitVertex(out, uid_data, "f", ApiType, true);
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}
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out.Write("\t}\n");
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EndPrimitive(out, uid_data, ApiType);
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if (uid_data->stereo && !g_ActiveConfig.backend_info.bSupportsGSInstancing)
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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 geometry_shader_uid_data* uid_data,
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const char* vertex, APIType ApiType, bool first_vertex)
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{
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if (uid_data->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 (g_ActiveConfig.backend_info.bSupportsDepthClamp)
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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, uid_data->pixel_lighting);
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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, uid_data->pixel_lighting);
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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 geometry_shader_uid_data* uid_data, APIType ApiType)
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{
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if (uid_data->wireframe)
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EmitVertex(out, uid_data, "first", ApiType);
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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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