Pass the vr_use_immersive_mode as a Vertex Shader Uniform

This means the same shaders can be used for both immersive and non-immersive as the uniform itself it the toggle in the GLSL rather than generating two different instances of the shader.
Furthermore, only one place where the gl_Position was being modified was actually needed; the other two seem to be able to be removed without it preventing immersive mode from working.
This commit is contained in:
Simon 2024-01-28 22:59:28 +00:00
parent 636f3647f7
commit 1eb7c159e6
6 changed files with 19 additions and 26 deletions

View file

@ -4,6 +4,7 @@
#include <limits>
#include "common/alignment.h"
#include "common/settings.h"
#include "core/memory.h"
#include "video_core/pica_state.h"
#include "video_core/rasterizer_accelerated.h"
@ -136,6 +137,7 @@ void RasterizerAccelerated::SyncEntireState() {
// Sync uniforms
SyncClipPlane();
SyncVRImmersive();
SyncDepthScale();
SyncDepthOffset();
SyncAlphaTest();
@ -860,4 +862,9 @@ void RasterizerAccelerated::SyncClipPlane() {
}
}
void RasterizerAccelerated::SyncVRImmersive() {
vs_uniform_block_data.data.vr_use_immersive_mode = Settings::values.vr_use_immersive_mode.GetValue();
vs_uniform_block_data.dirty = true;
}
} // namespace VideoCore

View file

@ -103,6 +103,9 @@ protected:
/// Syncs the clip plane state to match the PICA register
void SyncClipPlane();
/// Syncs the VR immersive flag
void SyncVRImmersive();
protected:
/// Structure that keeps tracks of the vertex shader uniform state
struct VSUniformBlockData {

View file

@ -43,6 +43,7 @@ layout (set = 0, binding = 1, std140) uniform vs_data {
#else
layout (binding = 1, std140) uniform vs_data {
#endif
bool vr_use_immersive_mode;
bool enable_clip1;
vec4 clip_coef;
};
@ -1681,12 +1682,7 @@ void main() {
}
)";
if (!Settings::values.vr_use_immersive_mode.GetValue())
{
out+= "\ngl_Position = vec4(vtx_pos.x, vtx_pos.y, -vtx_pos.z, vtx_pos.w);\n";
} else {
out+= "\ngl_Position = vec4(vtx_pos.x / 3.0, vtx_pos.y / 3.0, -vtx_pos.z, vtx_pos.w);\n";
}
out+= "\ngl_Position = vec4(vtx_pos.x, vtx_pos.y, -vtx_pos.z, vtx_pos.w);\n";
if (use_clip_planes) {
out += R"(
@ -1807,14 +1803,7 @@ std::string GenerateVertexShader(const Pica::Shader::ShaderSetup& setup, const P
out += " vtx_pos.z = 0.f;\n";
out += " }\n";
if (!Settings::values.vr_use_immersive_mode.GetValue())
{
out+= " gl_Position = vec4(vtx_pos.x, vtx_pos.y, -vtx_pos.z, vtx_pos.w);\n";
}
else
{
out+= " gl_Position = vec4(vtx_pos.x / 3.0, vtx_pos.y / 3.0, -vtx_pos.z, vtx_pos.w);\n";
}
out+= " gl_Position = vec4(vtx_pos.x, vtx_pos.y, -vtx_pos.z, vtx_pos.w);\n";
if (config.state.use_clip_planes) {
out += " gl_ClipDistance[0] = -vtx_pos.z;\n"; // fixed PICA clipping plane z <= 0
@ -1913,11 +1902,11 @@ struct Vertex {
out += " vtx_pos.z = 0.f;\n";
out += " }\n";
if (!Settings::values.vr_use_immersive_mode.GetValue()) {
out+= " gl_Position = vec4(vtx_pos.x, vtx_pos.y, -vtx_pos.z, vtx_pos.w);\n";
} else {
out+= " gl_Position = vec4(vtx_pos.x / 3.0, vtx_pos.y / 3.0, -vtx_pos.z, vtx_pos.w);\n";
}
out += " if (vr_use_immersive_mode) {\n";
out += " gl_Position = vec4(vtx_pos.x / 3.0, vtx_pos.y / 3.0, -vtx_pos.z, vtx_pos.w);\n";
out += " } else {\n";
out += " gl_Position = vec4(vtx_pos.x, vtx_pos.y, -vtx_pos.z, vtx_pos.w);\n";
out += " }\n\n";
if (state.use_clip_planes) {
out += " gl_ClipDistance[0] = -vtx_pos.z;\n"; // fixed PICA clipping plane z <= 0

View file

@ -21,8 +21,6 @@ PicaFSConfig::PicaFSConfig(const Pica::Regs& regs, bool has_fragment_shader_inte
? regs.framebuffer.output_merger.alpha_test.func.Value()
: Pica::FramebufferRegs::CompareFunc::Always);
state.vr_use_immersive_mode.Assign(Settings::values.vr_use_immersive_mode.GetValue());
state.texture0_type.Assign(regs.texturing.texture0.type);
state.texture2_use_coord1.Assign(regs.texturing.main_config.texture2_use_coord1 != 0);
@ -270,8 +268,6 @@ void PicaVSConfigState::Init(const Pica::Regs& regs, Pica::Shader::ShaderSetup&
if (!use_geometry_shader_) {
gs_state.Init(regs, use_clip_planes_);
}
vr_use_immersive_mode = Settings::values.vr_use_immersive_mode.GetValue();
}
PicaVSConfig::PicaVSConfig(const Pica::Regs& regs, Pica::Shader::ShaderSetup& setup,

View file

@ -60,7 +60,6 @@ struct PicaFSConfigState {
BitField<28, 1, u32> shadow_texture_orthographic;
BitField<29, 1, u32> use_fragment_shader_interlock;
BitField<30, 1, u32> use_custom_normal_map;
BitField<31, 1, u32> vr_use_immersive_mode;
};
union {
@ -217,8 +216,6 @@ struct PicaVSConfigState {
PicaGSConfigState gs_state;
bool vr_use_immersive_mode;
};
/**

View file

@ -89,6 +89,7 @@ struct PicaUniformsData {
};
struct VSUniformData {
bool vr_use_immersive_mode;
bool enable_clip1;
alignas(16) Common::Vec4f clip_coef;
};