From 27f3f804a0fd002a19143b2373a6c622fcb56589 Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Tue, 4 Nov 2014 11:53:19 +0100 Subject: [PATCH] ShaderGen: Only pass VS_OUTPUT between shaders if stereo 3D is enabled. GLSL130 doesn't support passing structs between shaders. This is not a problem for stereo 3D which has a GLSL150 requirement. --- Source/Core/VideoCommon/GeometryShaderGen.cpp | 12 ++--- Source/Core/VideoCommon/PixelShaderGen.cpp | 47 ++++++++++++++----- Source/Core/VideoCommon/VertexShaderGen.cpp | 44 +++++++++++++++-- 3 files changed, 80 insertions(+), 23 deletions(-) diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp index d116dfe39a..bac3823747 100644 --- a/Source/Core/VideoCommon/GeometryShaderGen.cpp +++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp @@ -64,8 +64,8 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy GenerateVSOutputStruct(out, ApiType); - out.Write("centroid in VS_OUTPUT v[];\n"); - out.Write("centroid out VS_OUTPUT o;\n"); + out.Write("centroid in VS_OUTPUT o[];\n"); + out.Write("centroid out VS_OUTPUT f;\n"); out.Write("flat out int layer;\n"); @@ -79,15 +79,15 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy out.Write("\tgl_Layer = layer;\n"); out.Write("\tfor (int i = 0; i < gl_in.length(); ++i) {\n"); - out.Write("\t\to = v[i];\n"); + out.Write("\t\tf = o[i];\n"); if (g_ActiveConfig.iStereoMode > 0) { - out.Write("\t\to.clipPos.x += o.clipPos.w * " I_STEREOOFFSET"[layer] * " I_PROJECTION"[0][0];\n"); - out.Write("\t\to.pos.x += o.pos.w * " I_STEREOOFFSET"[layer] * " I_PROJECTION"[0][0];\n"); + out.Write("\t\tf.clipPos.x += f.clipPos.w * " I_STEREOOFFSET"[layer] * " I_PROJECTION"[0][0];\n"); + out.Write("\t\tf.pos.x += f.pos.w * " I_STEREOOFFSET"[layer] * " I_PROJECTION"[0][0];\n"); } - out.Write("\t\tgl_Position = o.pos;\n"); + out.Write("\t\tgl_Position = f.pos;\n"); out.Write("\t\tEmitVertex();\n"); out.Write("\t}\n"); out.Write("\tEndPrimitive();\n"); diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index 11c9679ca9..71e534df0a 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -319,30 +319,51 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T // As a workaround, we interpolate at the centroid of the coveraged pixel, which // is always inside the primitive. // Without MSAA, this flag is defined to have no effect. - out.Write("centroid in VS_OUTPUT o;\n"); - uid_data->stereo = g_ActiveConfig.iStereoMode > 0; if (g_ActiveConfig.iStereoMode > 0) + { + out.Write("centroid in VS_OUTPUT f;\n"); out.Write("flat in int layer;\n"); + } + else + { + out.Write("centroid in float4 colors_02;\n"); + out.Write("centroid in float4 colors_12;\n"); + + // compute window position if needed because binding semantic WPOS is not widely supported + // Let's set up attributes + for (unsigned int i = 0; i < numTexgen; ++i) + { + out.Write("centroid in float3 uv%d;\n", i); + } + out.Write("centroid in float4 clipPos;\n"); + if (g_ActiveConfig.bEnablePixelLighting) + { + out.Write("centroid in float4 Normal;\n"); + } + } out.Write("void main()\n{\n"); - // compute window position if needed because binding semantic WPOS is not widely supported - // Let's set up attributes - for (unsigned int i = 0; i < numTexgen; ++i) + if (g_ActiveConfig.iStereoMode > 0) { - out.Write("\tfloat3 uv%d = o.tex%d;\n", i, i); - } - out.Write("\tfloat4 clipPos = o.clipPos;\n"); - if (g_ActiveConfig.bEnablePixelLighting) - { - out.Write("\tfloat4 Normal = o.Normal;\n"); + // compute window position if needed because binding semantic WPOS is not widely supported + // Let's set up attributes + for (unsigned int i = 0; i < numTexgen; ++i) + { + out.Write("\tfloat3 uv%d = f.tex%d;\n", i, i); + } + out.Write("\tfloat4 clipPos = f.clipPos;\n"); + if (g_ActiveConfig.bEnablePixelLighting) + { + out.Write("\tfloat4 Normal = f.Normal;\n"); + } } // On Mali, global variables must be initialized as constants. // This is why we initialize these variables locally instead. - out.Write("\tfloat4 colors_0 = o.colors_0;\n"); - out.Write("\tfloat4 colors_1 = o.colors_1;\n"); + out.Write("\tfloat4 colors_0 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "f.colors_0" : "colors_02"); + out.Write("\tfloat4 colors_1 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "f.colors_1" : "colors_12"); out.Write("\tfloat4 rawpos = gl_FragCoord;\n"); } diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp index 700bd0d2a6..24c6f39f46 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/VertexShaderGen.cpp @@ -123,11 +123,31 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ } uid_data->stereo = g_ActiveConfig.iStereoMode > 0; - out.Write("centroid out VS_OUTPUT %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "v" : "o"); + if (g_ActiveConfig.iStereoMode > 0) + { + out.Write("centroid out VS_OUTPUT o;\n"); + } + else + { + // Let's set up attributes + for (size_t i = 0; i < 8; ++i) + { + if (i < xfmem.numTexGen.numTexGens) + { + out.Write("centroid out float3 uv%d;\n", i); + } + } + + out.Write("centroid out float4 clipPos;\n"); + if (g_ActiveConfig.bEnablePixelLighting) + out.Write("centroid out float4 Normal;\n"); + out.Write("centroid out float4 colors_02;\n"); + out.Write("centroid out float4 colors_12;\n"); + } out.Write("void main()\n{\n"); - if (g_ActiveConfig.iStereoMode > 0) + if (g_ActiveConfig.iStereoMode <= 0) out.Write("VS_OUTPUT o;\n"); } else // D3D @@ -414,8 +434,24 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ if (api_type == API_OPENGL) { - if (g_ActiveConfig.iStereoMode > 0) - out.Write("v = o;\n"); + if (g_ActiveConfig.iStereoMode <= 0) + { + // Bit ugly here + // TODO: Make pretty + // Will look better when we bind uniforms in GLSL 1.3 + // clipPos/w needs to be done in pixel shader, not here + + for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i) + out.Write("uv%d.xyz = o.tex%d;\n", i, i); + + out.Write("clipPos = o.clipPos;\n"); + + if (g_ActiveConfig.bEnablePixelLighting) + out.Write("Normal = o.Normal;\n"); + + out.Write("colors_02 = o.colors_0;\n"); + out.Write("colors_12 = o.colors_1;\n"); + } out.Write("gl_Position = o.pos;\n"); }