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gl_shader_gen: Support vertical/horizontal viewport flipping. (#347)
* gl_shader_gen: Support vertical/horizontal viewport flipping. * fixup! gl_shader_gen: Support vertical/horizontal viewport flipping.
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4 changed files with 29 additions and 5 deletions
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@ -319,7 +319,15 @@ public:
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}
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}
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} rt[NumRenderTargets];
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} rt[NumRenderTargets];
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INSERT_PADDING_WORDS(0x80);
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struct {
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f32 scale_x;
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f32 scale_y;
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f32 scale_z;
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u32 translate_x;
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u32 translate_y;
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u32 translate_z;
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INSERT_PADDING_WORDS(2);
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} viewport_transform[NumViewports];
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struct {
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struct {
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union {
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union {
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@ -649,6 +657,7 @@ private:
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"Field " #field_name " has invalid position")
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"Field " #field_name " has invalid position")
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ASSERT_REG_POSITION(rt, 0x200);
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ASSERT_REG_POSITION(rt, 0x200);
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ASSERT_REG_POSITION(viewport_transform[0], 0x280);
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ASSERT_REG_POSITION(viewport, 0x300);
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ASSERT_REG_POSITION(viewport, 0x300);
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ASSERT_REG_POSITION(vertex_buffer, 0x35D);
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ASSERT_REG_POSITION(vertex_buffer, 0x35D);
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ASSERT_REG_POSITION(zeta, 0x3F8);
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ASSERT_REG_POSITION(zeta, 0x3F8);
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@ -29,9 +29,15 @@ out gl_PerVertex {
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out vec4 position;
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out vec4 position;
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layout (std140) uniform vs_config {
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vec4 viewport_flip;
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};
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void main() {
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void main() {
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exec_shader();
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exec_shader();
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// Viewport can be flipped, which is unsupported by glViewport
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position.xy *= viewport_flip.xy;
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gl_Position = position;
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gl_Position = position;
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}
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}
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)";
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)";
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@ -52,6 +58,10 @@ ProgramResult GenerateFragmentShader(const ShaderSetup& setup, const MaxwellFSCo
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in vec4 position;
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in vec4 position;
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out vec4 color;
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out vec4 color;
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layout (std140) uniform fs_config {
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vec4 viewport_flip;
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};
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uniform sampler2D tex[32];
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uniform sampler2D tex[32];
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void main() {
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void main() {
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@ -53,6 +53,12 @@ void SetShaderSamplerBindings(GLuint shader) {
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} // namespace Impl
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} // namespace Impl
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void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage) {}
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void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage) {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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// TODO(bunnei): Support more than one viewport
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viewport_flip[0] = regs.viewport_transform[0].scale_x < 0.0 ? -1.0 : 1.0;
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viewport_flip[1] = regs.viewport_transform[0].scale_y < 0.0 ? -1.0 : 1.0;
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}
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} // namespace GLShader
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} // namespace GLShader
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@ -30,10 +30,9 @@ void SetShaderSamplerBindings(GLuint shader);
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// Not following that rule will cause problems on some AMD drivers.
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// Not following that rule will cause problems on some AMD drivers.
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struct MaxwellUniformData {
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struct MaxwellUniformData {
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void SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage);
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void SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage);
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// TODO(Subv): Use this for something.
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alignas(16) GLvec4 viewport_flip;
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};
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};
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// static_assert(sizeof(MaxwellUniformData) == 1024, "MaxwellUniformData structure size is
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static_assert(sizeof(MaxwellUniformData) == 16, "MaxwellUniformData structure size is incorrect");
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// incorrect");
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static_assert(sizeof(MaxwellUniformData) < 16384,
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static_assert(sizeof(MaxwellUniformData) < 16384,
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"MaxwellUniformData structure must be less than 16kb as per the OpenGL spec");
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"MaxwellUniformData structure must be less than 16kb as per the OpenGL spec");
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