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VideoCommon: Assume we always use a geometry shader, not just for stereoscopy.
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@ -316,51 +316,30 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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// As a workaround, we interpolate at the centroid of the coveraged pixel, which
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// is always inside the primitive.
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// Without MSAA, this flag is defined to have no effect.
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out.Write("centroid in VS_OUTPUT vs;\n");
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uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
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if (g_ActiveConfig.iStereoMode > 0)
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{
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out.Write("centroid in VS_OUTPUT vs;\n");
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out.Write("flat in int layer;\n");
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}
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else
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{
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out.Write("centroid in float4 colors_02;\n");
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out.Write("centroid in float4 colors_12;\n");
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// compute window position if needed because binding semantic WPOS is not widely supported
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// Let's set up attributes
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for (unsigned int i = 0; i < numTexgen; ++i)
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{
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out.Write("centroid in float3 uv%d;\n", i);
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}
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out.Write("centroid in float4 clipPos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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{
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out.Write("centroid in float4 Normal;\n");
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}
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}
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out.Write("void main()\n{\n");
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if (g_ActiveConfig.iStereoMode > 0)
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// compute window position if needed because binding semantic WPOS is not widely supported
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// Let's set up attributes
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for (unsigned int i = 0; i < numTexgen; ++i)
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{
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// compute window position if needed because binding semantic WPOS is not widely supported
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// Let's set up attributes
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for (unsigned int i = 0; i < numTexgen; ++i)
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{
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out.Write("\tfloat3 uv%d = vs.tex%d;\n", i, i);
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}
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out.Write("\tfloat4 clipPos = vs.clipPos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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{
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out.Write("\tfloat4 Normal = vs.Normal;\n");
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}
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out.Write("\tfloat3 uv%d = vs.tex%d;\n", i, i);
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}
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out.Write("\tfloat4 clipPos = vs.clipPos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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{
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out.Write("\tfloat4 Normal = vs.Normal;\n");
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}
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// On Mali, global variables must be initialized as constants.
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// This is why we initialize these variables locally instead.
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out.Write("\tfloat4 colors_0 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "vs.colors_0" : "colors_02");
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out.Write("\tfloat4 colors_1 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "vs.colors_1" : "colors_12");
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out.Write("\tfloat4 colors_0 = vs.colors_0;\n");
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out.Write("\tfloat4 colors_1 = vs.colors_1;\n");
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out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
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}
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@ -72,33 +72,9 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, SHADER_TEXTURE0_ATTRIB + i);
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}
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uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
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if (g_ActiveConfig.iStereoMode > 0)
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{
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out.Write("centroid out VS_OUTPUT o;\n");
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}
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else
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{
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// Let's set up attributes
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for (size_t i = 0; i < 8; ++i)
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{
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if (i < xfmem.numTexGen.numTexGens)
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{
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out.Write("centroid out float3 uv%d;\n", i);
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}
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}
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out.Write("centroid out float4 clipPos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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out.Write("centroid out float4 Normal;\n");
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out.Write("centroid out float4 colors_02;\n");
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out.Write("centroid out float4 colors_12;\n");
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}
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out.Write("centroid out VS_OUTPUT o;\n");
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out.Write("void main()\n{\n");
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if (g_ActiveConfig.iStereoMode <= 0)
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out.Write("VS_OUTPUT o;\n");
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}
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else // D3D
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{
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@ -384,25 +360,6 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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if (api_type == API_OPENGL)
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{
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if (g_ActiveConfig.iStereoMode <= 0)
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{
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// Bit ugly here
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// TODO: Make pretty
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// Will look better when we bind uniforms in GLSL 1.3
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// clipPos/w needs to be done in pixel shader, not here
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for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
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out.Write("uv%d.xyz = o.tex%d;\n", i, i);
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out.Write("clipPos = o.clipPos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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out.Write("Normal = o.Normal;\n");
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out.Write("colors_02 = o.colors_0;\n");
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out.Write("colors_12 = o.colors_1;\n");
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}
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out.Write("gl_Position = o.pos;\n");
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}
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else // D3D
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@ -37,7 +37,7 @@ struct vertex_shader_uid_data
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u32 numColorChans : 2;
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u32 dualTexTrans_enabled : 1;
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u32 pixel_lighting : 1;
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u32 stereo : 1;
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u32 pad : 1;
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u32 texMtxInfo_n_projection : 16; // Stored separately to guarantee that the texMtxInfo struct is 8 bits wide
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struct {
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