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VertexShaderManager: Compute stereoscopy projection matrices.
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@ -351,6 +351,13 @@ void Matrix44::Translate(Matrix44 &mtx, const float vec[3])
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mtx.data[11] = vec[2];
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}
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void Matrix44::Shear(Matrix44 &mtx, const float a, const float b)
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{
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LoadIdentity(mtx);
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mtx.data[2] = a;
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mtx.data[6] = b;
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}
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void Matrix44::Multiply(const Matrix44 &a, const Matrix44 &b, Matrix44 &result)
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{
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MatrixMul(4, a.data, b.data, result.data);
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@ -232,6 +232,7 @@ public:
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static void Set(Matrix44 &mtx, const float mtxArray[16]);
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static void Translate(Matrix44 &mtx, const float vec[3]);
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static void Shear(Matrix44 &mtx, const float a, const float b = 0);
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static void Multiply(const Matrix44 &a, const Matrix44 &b, Matrix44 &result);
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@ -43,5 +43,6 @@ struct VertexShaderConstants
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float4 normalmatrices[32];
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float4 posttransformmatrices[64];
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float4 depthparams;
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float4 stereoprojection[8];
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};
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@ -51,7 +51,7 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
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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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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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@ -65,7 +65,8 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
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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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"\tfloat4 " I_STEREOPROJECTION"[8];\n"
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"};\n");
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ShaderCode code;
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char buf[16384];
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@ -79,7 +80,8 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
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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\to = v[i];\n");
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out.Write("\t\tgl_Position = gl_in[i].gl_Position;\n");
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out.Write("\t\to.pos = float4(dot(" I_STEREOPROJECTION"[gl_InvocationID * 4 + 0], v[i].rawpos), dot(" I_STEREOPROJECTION"[gl_InvocationID * 4 + 1], v[i].rawpos), dot(" I_STEREOPROJECTION"[gl_InvocationID * 4 + 2], v[i].rawpos), dot(" I_STEREOPROJECTION"[gl_InvocationID * 4 + 3], v[i].rawpos)); \n");
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out.Write("\t\tgl_Position = o.pos;\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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@ -264,6 +264,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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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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"\tfloat4 " I_STEREOPROJECTION"[8];\n"
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"};\n");
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}
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@ -239,3 +239,4 @@ private:
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#define I_NORMALMATRICES "cnmtx"
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#define I_POSTTRANSFORMMATRICES "cpostmtx"
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#define I_DEPTHPARAMS "cDepth" // farZ, zRange
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#define I_STEREOPROJECTION "csproj"
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@ -52,6 +52,9 @@ static inline void GenerateVSOutputStruct(T& object, API_TYPE api_type)
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if (g_ActiveConfig.bEnablePixelLighting)
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DefineVSOutputStructMember(object, api_type, "float4", "Normal", -1, "TEXCOORD", xfmem.numTexGen.numTexGens + 1);
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if (g_ActiveConfig.bStereo)
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DefineVSOutputStructMember(object, api_type, "float4", "rawpos", -1, "POSITION");
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object.Write("};\n");
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}
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@ -99,6 +102,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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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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"\tfloat4 " I_STEREOPROJECTION"[8];\n"
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"};\n");
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GenerateVSOutputStruct(out, api_type);
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@ -215,6 +219,9 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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out.Write("o.pos = float4(dot(" I_PROJECTION"[0], pos), dot(" I_PROJECTION"[1], pos), dot(" I_PROJECTION"[2], pos), dot(" I_PROJECTION"[3], pos));\n");
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if (g_ActiveConfig.bStereo)
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out.Write("o.rawpos = pos;\n");
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out.Write("int4 lacc;\n"
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"float3 ldir, h;\n"
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"float dist, dist2, attn;\n");
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@ -512,6 +512,30 @@ void VertexShaderManager::SetConstants()
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Matrix44::Multiply(s_viewportCorrection, projMtx, correctedMtx);
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memcpy(constants.projection, correctedMtx.data, 4*16);
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}
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if (g_ActiveConfig.bStereo && xfmem.projection.type == GX_PERSPECTIVE)
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{
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Matrix44 projMtx;
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Matrix44::Set(projMtx, g_fProjectionMatrix);
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Matrix44 leftShearMtx, rightShearMtx;
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Matrix44::Shear(leftShearMtx, g_ActiveConfig.iStereoSeparation / (200.0f * g_ActiveConfig.iStereoFocalLength));
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Matrix44::Shear(rightShearMtx, -g_ActiveConfig.iStereoSeparation / (200.0f * g_ActiveConfig.iStereoFocalLength));
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Matrix44 leftProjMtx, rightProjMtx, leftCorrectedMtx, rightCorrectedMtx;
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Matrix44::Multiply(projMtx, leftShearMtx, leftProjMtx);
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Matrix44::Multiply(s_viewportCorrection, leftProjMtx, leftCorrectedMtx);
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Matrix44::Multiply(projMtx, rightShearMtx, rightProjMtx);
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Matrix44::Multiply(s_viewportCorrection, rightProjMtx, rightCorrectedMtx);
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memcpy(constants.stereoprojection, leftCorrectedMtx.data, 4*16);
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memcpy(constants.stereoprojection + 4, rightCorrectedMtx.data, 4*16);
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}
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else
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{
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memcpy(constants.stereoprojection, constants.projection, 4 * 16);
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memcpy(constants.stereoprojection + 4, constants.projection, 4 * 16);
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}
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dirty = true;
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}
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}
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@ -67,8 +67,8 @@ void VideoConfig::Load(const std::string& ini_file)
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settings->Get("FreeLook", &bFreeLook, 0);
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settings->Get("UseFFV1", &bUseFFV1, 0);
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settings->Get("Stereo", &bStereo, false);
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settings->Get("StereoSeparation", &iStereoSeparation, 200);
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settings->Get("StereoFocalAngle", &iStereoFocalAngle, 0);
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settings->Get("StereoSeparation", &iStereoSeparation, 65);
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settings->Get("StereoFocalLength", &iStereoFocalLength, 100);
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settings->Get("EnablePixelLighting", &bEnablePixelLighting, 0);
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settings->Get("FastDepthCalc", &bFastDepthCalc, true);
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settings->Get("MSAA", &iMultisampleMode, 0);
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@ -142,7 +142,7 @@ void VideoConfig::GameIniLoad()
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CHECK_SETTING("Video_Settings", "HiresTextures", bHiresTextures);
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CHECK_SETTING("Video_Settings", "Stereo", bStereo);
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CHECK_SETTING("Video_Settings", "StereoSeparation", iStereoSeparation);
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CHECK_SETTING("Video_Settings", "StereoFocalAngle", iStereoFocalAngle);
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CHECK_SETTING("Video_Settings", "StereoFocalLength", iStereoFocalLength);
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CHECK_SETTING("Video_Settings", "EnablePixelLighting", bEnablePixelLighting);
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CHECK_SETTING("Video_Settings", "FastDepthCalc", bFastDepthCalc);
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CHECK_SETTING("Video_Settings", "MSAA", iMultisampleMode);
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@ -232,7 +232,7 @@ void VideoConfig::Save(const std::string& ini_file)
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settings->Set("UseFFV1", bUseFFV1);
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settings->Set("Stereo", bStereo);
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settings->Set("StereoSeparation", iStereoSeparation);
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settings->Set("StereoFocalAngle", iStereoFocalAngle);
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settings->Set("StereoFocalLength", iStereoFocalLength);
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settings->Set("EnablePixelLighting", bEnablePixelLighting);
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settings->Set("FastDepthCalc", bFastDepthCalc);
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settings->Set("ShowEFBCopyRegions", bShowEFBCopyRegions);
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@ -94,7 +94,7 @@ struct VideoConfig final
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bool bFreeLook;
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bool bStereo;
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int iStereoSeparation;
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int iStereoFocalAngle;
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int iStereoFocalLength;
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bool bBorderlessFullscreen;
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// Hacks
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