2014-10-16 18:52:32 +02:00
										 
									 
								 
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								// Copyright 2013 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 <locale.h>
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								#ifdef __APPLE__
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									#include <xlocale.h>
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								#endif
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								#include "VideoCommon/GeometryShaderGen.h"
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								#include "VideoCommon/LightingShaderGen.h"
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								#include "VideoCommon/VertexShaderGen.h"
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								#include "VideoCommon/VideoConfig.h"
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								static char text[16384];
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								template<class T>
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								static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiType)
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								{
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									// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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									geometry_shader_uid_data dummy_data;
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									geometry_shader_uid_data* uid_data = out.template GetUidData<geometry_shader_uid_data>();
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									if (uid_data == nullptr)
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										uid_data = &dummy_data;
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									out.SetBuffer(text);
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									const bool is_writing_shadercode = (out.GetBuffer() != nullptr);
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								#ifndef ANDROID
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									locale_t locale;
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									locale_t old_locale;
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									if (is_writing_shadercode)
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									{
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										locale = newlocale(LC_NUMERIC_MASK, "C", nullptr); // New locale for compilation
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										old_locale = uselocale(locale); // Apply the locale for this thread
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									}
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								#endif
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									if (is_writing_shadercode)
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										text[sizeof(text) - 1] = 0x7C;  // canary
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									out.Write("//Geometry Shader for 3D stereoscopy\n");
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									uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
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									if (ApiType == API_OPENGL)
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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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											out.Write("layout(triangles, invocations = %d) in;\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
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										else
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											out.Write("layout(triangles) in;\n");
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										out.Write("layout(triangle_strip, max_vertices = %d) out;\n", g_ActiveConfig.backend_info.bSupportsGSInstancing ? 3 : 6);
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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 == API_OPENGL)
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										out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
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									else
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										out.Write("cbuffer VSBlock {\n");
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									out.Write(s_shader_uniforms);
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									out.Write("};\n");
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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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									GenerateVSOutputStruct(out, ApiType);
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											2014-11-16 02:15:43 +01:00
										 
									 
								 
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									out.Write("centroid in VS_OUTPUT o[3];\n");
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									out.Write("centroid out VS_OUTPUT f;\n");
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									out.Write("flat out int layer;\n");
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									out.Write("void main()\n{\n");
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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 l = gl_InvocationID;\n");
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									else
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										out.Write("\tfor (int l = 0; l < %d; ++l) {\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
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									out.Write("\tfor (int i = 0; i < 3; ++i) {\n");
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									out.Write("\t\tlayer = l;\n");
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									out.Write("\t\tgl_Layer = l;\n");
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									out.Write("\t\tf = o[i];\n");
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									out.Write("\t\tfloat4 pos = o[i].pos;\n");
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									if (g_ActiveConfig.iStereoMode > 0)
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									{
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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("\t\tf.clipPos.x = o[i].clipPos.x + " I_STEREOPARAMS"[l] * (o[i].clipPos.w - " I_STEREOPARAMS"[2]);\n");
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										out.Write("\t\tpos.x = o[i].pos.x + " I_STEREOPARAMS"[l] * (o[i].pos.w - " I_STEREOPARAMS"[2]);\n");
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									}
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									out.Write("\t\tf.pos.x = pos.x;\n");
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									out.Write("\t\tgl_Position = pos;\n");
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									out.Write("\t\tEmitVertex();\n");
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									out.Write("\t}\n");
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									out.Write("\tEndPrimitive();\n");
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									if (!g_ActiveConfig.backend_info.bSupportsGSInstancing)
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										out.Write("\t}\n");
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									out.Write("}\n");
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									if (is_writing_shadercode)
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									{
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										if (text[sizeof(text) - 1] != 0x7C)
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											PanicAlert("GeometryShader generator - buffer too small, canary has been eaten!");
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								#ifndef ANDROID
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										uselocale(old_locale); // restore locale
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										freelocale(locale);
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								#endif
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									}
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								}
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								void GetGeometryShaderUid(GeometryShaderUid& object, u32 components, API_TYPE ApiType)
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								{
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									GenerateGeometryShader<GeometryShaderUid>(object, components, ApiType);
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								}
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								void GenerateGeometryShaderCode(ShaderCode& object, u32 components, API_TYPE ApiType)
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								{
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									GenerateGeometryShader<ShaderCode>(object, components, ApiType);
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								}
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