dolphin/Source/Core/VideoCommon/GeometryShaderGen.cpp

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <cmath>
#include <locale.h>
#ifdef __APPLE__
#include <xlocale.h>
#endif
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/LightingShaderGen.h"
static char text[16384];
template<class T>
static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiType)
{
// Non-uid template parameters will write to the dummy data (=> gets optimized out)
geometry_shader_uid_data dummy_data;
geometry_shader_uid_data* uid_data = out.template GetUidData<geometry_shader_uid_data>();
if (uid_data == nullptr)
uid_data = &dummy_data;
out.SetBuffer(text);
const bool is_writing_shadercode = (out.GetBuffer() != nullptr);
#ifndef ANDROID
locale_t locale;
locale_t old_locale;
if (is_writing_shadercode)
{
locale = newlocale(LC_NUMERIC_MASK, "C", nullptr); // New locale for compilation
old_locale = uselocale(locale); // Apply the locale for this thread
}
#endif
if (is_writing_shadercode)
text[sizeof(text) - 1] = 0x7C; // canary
out.Write("//Geometry Shader for 3D stereoscopy\n");
if (ApiType == API_OPENGL)
{
// Insert layout parameters
out.Write("layout(triangles, invocations = %d) in;\n", g_ActiveConfig.bStereo ? 2 : 1);
out.Write("layout(triangle_strip, max_vertices = 3) out;\n");
}
out.Write("%s", s_lighting_struct);
// uniforms
/*if (ApiType == API_OPENGL)
out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
else
out.Write("cbuffer VSBlock {\n");
out.Write(
"\tfloat4 " I_POSNORMALMATRIX"[6];\n"
"\tfloat4 " I_PROJECTION"[4];\n"
"\tint4 " I_MATERIALS"[4];\n"
"\tLight " I_LIGHTS"[8];\n"
"\tfloat4 " I_TEXMATRICES"[24];\n"
"\tfloat4 " I_TRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_NORMALMATRICES"[32];\n"
"\tfloat4 " I_POSTTRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_DEPTHPARAMS";\n"
"};\n");*/
ShaderCode code;
char buf[16384];
code.SetBuffer(buf);
GenerateVSOutputStructForGS(code, ApiType);
out.Write(code.GetBuffer());
out.Write("in VS_OUTPUT vertices[];\n");
out.Write("out VS_OUTPUT frag;\n");
out.Write("void main()\n{\n");
out.Write("\tfor (int i = 0; i < gl_in.length(); ++i) {\n");
out.Write("\t\tfrag = vertices[i];\n");
out.Write("\t\tgl_Position = gl_in[i].gl_Position;\n");
out.Write("\t\tgl_Layer = gl_InvocationID;\n");
out.Write("\t\tEmitVertex();\n");
out.Write("\t}\n");
out.Write("\tEndPrimitive();\n");
out.Write("}\n");
if (is_writing_shadercode)
{
if (text[sizeof(text) - 1] != 0x7C)
PanicAlert("GeometryShader generator - buffer too small, canary has been eaten!");
#ifndef ANDROID
uselocale(old_locale); // restore locale
freelocale(locale);
#endif
}
}
void GetGeometryShaderUid(GeometryShaderUid& object, u32 components, API_TYPE ApiType)
{
GenerateGeometryShader<GeometryShaderUid>(object, components, ApiType);
}
void GenerateGeometryShaderCode(ShaderCode& object, u32 components, API_TYPE ApiType)
{
GenerateGeometryShader<ShaderCode>(object, components, ApiType);
}