// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include #include #ifdef __APPLE__ #include #endif #include "VideoCommon/GeometryShaderGen.h" #include "VideoCommon/VideoConfig.h" #include "VideoCommon/VertexShaderGen.h" #include "VideoCommon/LightingShaderGen.h" static char text[16384]; template 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(); 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 uid_data->stereo = g_ActiveConfig.bStereo; 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" "\tfloat4 " I_STEREOPROJECTION"[8];\n" "};\n"); ShaderCode code; char buf[16384]; code.SetBuffer(buf); GenerateVSOutputStructForGS(code, ApiType); out.Write(code.GetBuffer()); out.Write("centroid in VS_OUTPUT v[];\n"); out.Write("centroid out VS_OUTPUT o;\n"); out.Write("flat out int eye;\n"); out.Write("void main()\n{\n"); out.Write("\tfor (int i = 0; i < gl_in.length(); ++i) {\n"); out.Write("\t\to = v[i];\n"); out.Write("\t\teye = gl_InvocationID;\n"); if (g_ActiveConfig.bStereo) out.Write("\t\to.pos = float4(dot(" I_STEREOPROJECTION"[eye * 4 + 0], v[i].rawpos), dot(" I_STEREOPROJECTION"[eye * 4 + 1], v[i].rawpos), dot(" I_STEREOPROJECTION"[eye * 4 + 2], v[i].rawpos), dot(" I_STEREOPROJECTION"[eye * 4 + 3], v[i].rawpos)); \n"); out.Write("\t\tgl_Position = o.pos;\n"); out.Write("\t\tgl_Layer = eye;\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(object, components, ApiType); } void GenerateGeometryShaderCode(ShaderCode& object, u32 components, API_TYPE ApiType) { GenerateGeometryShader(object, components, ApiType); }