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Add geometry shader generator for stereo 3D.
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109
Source/Core/VideoCommon/GeometryShaderGen.cpp
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109
Source/Core/VideoCommon/GeometryShaderGen.cpp
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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/VideoConfig.h"
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#include "VideoCommon/VertexShaderGen.h"
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#include "VideoCommon/LightingShaderGen.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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if (ApiType == API_OPENGL)
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{
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// Insert layout parameters
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out.Write("layout(triangles, invocations = %d) in;\n", g_ActiveConfig.bStereo ? 2 : 1);
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out.Write("layout(triangle_strip, max_vertices = 3) out;\n");
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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(
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"\tfloat4 " I_POSNORMALMATRIX"[6];\n"
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"\tfloat4 " I_PROJECTION"[4];\n"
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"\tint4 " I_MATERIALS"[4];\n"
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"\tLight " I_LIGHTS"[8];\n"
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"\tfloat4 " I_TEXMATRICES"[24];\n"
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"\tfloat4 " I_TRANSFORMMATRICES"[64];\n"
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"\tfloat4 " I_NORMALMATRICES"[32];\n"
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"\tfloat4 " I_POSTTRANSFORMMATRICES"[64];\n"
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"\tfloat4 " I_DEPTHPARAMS";\n"
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"};\n");*/
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ShaderCode code;
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char buf[16384];
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code.SetBuffer(buf);
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GenerateVSOutputStructForGS(code, ApiType);
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out.Write(code.GetBuffer());
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out.Write("in VS_OUTPUT vertices[];\n");
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out.Write("out VS_OUTPUT frag;\n");
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out.Write("void main()\n{\n");
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out.Write("\tfor (int i = 0; i < gl_in.length(); ++i) {\n");
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out.Write("\t\tfrag = vertices[i];\n");
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out.Write("\t\tgl_Position = gl_in[i].gl_Position;\n");
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out.Write("\t\tgl_Layer = gl_InvocationID;\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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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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