// Copyright 2014 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoCommon/GeometryShaderGen.h" #include "Common/CommonTypes.h" #include "Common/EnumMap.h" #include "VideoCommon/DriverDetails.h" #include "VideoCommon/LightingShaderGen.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" #include "VideoCommon/XFMemory.h" constexpr Common::EnumMap primitives_ogl{ "points", "lines", "triangles", "triangles", }; constexpr Common::EnumMap primitives_d3d{ "point", "line", "triangle", "triangle", }; constexpr Common::EnumMap vertex_in_map{1u, 2u, 3u, 3u}; constexpr Common::EnumMap vertex_out_map{4u, 4u, 4u, 3u}; bool geometry_shader_uid_data::IsPassthrough() const { const bool stereo = g_ActiveConfig.stereo_mode != StereoMode::Off; const bool wireframe = g_ActiveConfig.bWireFrame; const bool triangle = primitive_type >= static_cast(PrimitiveType::Triangles); if (triangle && !stereo && !wireframe) return true; // VK_KHR_multiview path: stereo expansion is handled at the render-pass level via // gl_ViewIndex in the VS. For triangle primitives without wireframe, the GS would be // a pure passthrough — skip the stage entirely on the Vulkan multiview path. const bool multiview = ShaderHostConfig::GetCurrent().vk_multiview; if (triangle && !wireframe && multiview) return true; return false; } GeometryShaderUid GetGeometryShaderUid(PrimitiveType primitive_type) { GeometryShaderUid out; geometry_shader_uid_data* const uid_data = out.GetUidData(); uid_data->code_version = 37; uid_data->primitive_type = static_cast(primitive_type); uid_data->numTexGens = xfmem.numTexGen.numTexGens; return out; } static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config, const geometry_shader_uid_data* uid_data, const char* vertex, APIType api_type, bool wireframe, bool stereo, bool first_vertex = false); static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config, const geometry_shader_uid_data* uid_data, APIType api_type, bool wireframe, bool stereo); ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig& host_config, const geometry_shader_uid_data* uid_data) { ShaderCode out; // Non-uid template parameters will write to the dummy data (=> gets optimized out) const bool wireframe = host_config.wireframe; const bool msaa = host_config.msaa; const bool ssaa = host_config.ssaa; // Under VK_KHR_multiview, the render-pass replicates each draw to both layers via // gl_ViewIndex. The VS handles per-eye projection, so the GS must NOT duplicate the // primitive — treat stereo as off inside the GS body. This keeps line/point/wireframe // expansion working while skipping the eye-loop and the manual gl_Layer write. const bool stereo = host_config.stereo && !host_config.vk_multiview; const auto primitive_type = static_cast(uid_data->primitive_type); const u32 vertex_in = vertex_in_map[primitive_type]; u32 vertex_out = vertex_out_map[primitive_type]; if (wireframe) vertex_out++; if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { // Insert layout parameters if (host_config.backend_gs_instancing) { out.Write("layout({}, invocations = {}) in;\n", primitives_ogl[primitive_type], stereo ? 2 : 1); out.Write("layout({}_strip, max_vertices = {}) out;\n", wireframe ? "line" : "triangle", vertex_out); } else { out.Write("layout({}) in;\n", primitives_ogl[primitive_type]); out.Write("layout({}_strip, max_vertices = {}) out;\n", wireframe ? "line" : "triangle", stereo ? vertex_out * 2 : vertex_out); } } out.Write("{}", s_lighting_struct); // uniforms if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) out.Write("UBO_BINDING(std140, 4) uniform GSBlock {{\n"); else out.Write("cbuffer GSBlock {{\n"); out.Write("{}", s_geometry_shader_uniforms); out.Write("}};\n"); out.Write("struct VS_OUTPUT {{\n"); GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, "", ShaderStage::Geometry); out.Write("}};\n"); if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { if (host_config.backend_gs_instancing) out.Write("#define InstanceID gl_InvocationID\n"); out.Write("VARYING_LOCATION(0) in VertexData {{\n"); GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, GetInterpolationQualifier(msaa, ssaa, true, true), ShaderStage::Geometry, true); out.Write("}} vs[{}];\n", vertex_in); out.Write("VARYING_LOCATION(0) out VertexData {{\n"); GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, GetInterpolationQualifier(msaa, ssaa, true, false), ShaderStage::Geometry, true); out.Write("}} ps;\n"); if (stereo && !host_config.backend_gl_layer_in_fs) out.Write("flat out int layer;"); out.Write("void main()\n{{\n"); } else // D3D { out.Write("struct VertexData {{\n"); out.Write("\tVS_OUTPUT o;\n"); if (stereo) { out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n"); } out.Write("\tfloat4 posout : SV_Position;\n"); out.Write("}};\n"); if (host_config.backend_gs_instancing) { out.Write("[maxvertexcount({})]\n[instance({})]\n", vertex_out, stereo ? 2 : 1); out.Write("void main({} VS_OUTPUT o[{}], inout {}Stream output, in uint " "InstanceID : SV_GSInstanceID)\n{{\n", primitives_d3d[primitive_type], vertex_in, wireframe ? "Line" : "Triangle"); } else { out.Write("[maxvertexcount({})]\n", stereo ? vertex_out * 2 : vertex_out); out.Write("void main({} VS_OUTPUT o[{}], inout {}Stream output)\n{{\n", primitives_d3d[primitive_type], vertex_in, wireframe ? "Line" : "Triangle"); } out.Write("\tVertexData ps;\n"); } if (primitive_type == PrimitiveType::Lines) { if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { out.Write("\tVS_OUTPUT start, end;\n"); AssignVSOutputMembers(out, "start", "vs[0]", uid_data->numTexGens, host_config); AssignVSOutputMembers(out, "end", "vs[1]", uid_data->numTexGens, host_config); } else { out.Write("\tVS_OUTPUT start = o[0];\n" "\tVS_OUTPUT end = o[1];\n"); } GenerateLineOffset(out, "\t", "\t\t", "end.pos", "start.pos", ""); } else if (primitive_type == PrimitiveType::Points) { if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { out.Write("\tVS_OUTPUT center;\n"); AssignVSOutputMembers(out, "center", "vs[0]", uid_data->numTexGens, host_config); } else { out.Write("\tVS_OUTPUT center = o[0];\n"); } // Offset from center to upper right vertex // Lerp PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1] out.Write("\tfloat2 offset = float2(" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS ".x, -" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS ".y) * center.pos.w;\n"); } if (stereo) { // If the GPU supports invocation we don't need a for loop and can simply use the // invocation identifier to determine which layer we're rendering. if (host_config.backend_gs_instancing) out.Write("\tint eye = InstanceID;\n"); else out.Write("\tfor (int eye = 0; eye < 2; ++eye) {{\n"); } if (wireframe) out.Write("\tVS_OUTPUT first;\n"); // Avoid D3D warning about forced unrolling of single-iteration loop if (vertex_in > 1) out.Write("\tfor (int i = 0; i < {}; ++i) {{\n", vertex_in); else out.Write("\tint i = 0;\n"); if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { out.Write("\tVS_OUTPUT f;\n"); AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, host_config); if (host_config.backend_depth_clamp && DriverDetails::HasBug(DriverDetails::BUG_BROKEN_CLIP_DISTANCE)) { // On certain GPUs we have to consume the clip distance from the vertex shader // or else the other vertex shader outputs will get corrupted. out.Write("\tf.clipDist0 = gl_in[i].gl_ClipDistance[0];\n" "\tf.clipDist1 = gl_in[i].gl_ClipDistance[1];\n"); } } else { out.Write("\tVS_OUTPUT f = o[i];\n"); } if (stereo) { if (host_config.vr_stereo) { // OpenXR head-tracked per-eye projection. // cstereo.w is the perspective flag set by GeometryShaderManager: // 1.0 = perspective draw - apply head-tracked per-eye HMD projection // 0.0 = orthographic draw (HUD/menus/text) - leave f.pos from VS untouched // // ceye_proj has head rotation and eye position baked in: // x_clip = dot(ceye_proj[eye*2], viewPos) // y_clip = dot(ceye_proj[eye*2+1], viewPos) // // cvr_eye_z gives eye-space depth for correct perspective divide and depth: // z_eye = dot(cvr_eye_z[eye], viewPos) // f.pos.w = -z_eye, f.pos.z = P[2][2]*z_eye + P[2][3] out.Write("\tif (" I_STEREOPARAMS ".w > 0.5f)\n"); out.Write("\t{{\n"); out.Write("\t\tfloat4 row0 = " I_EYE_PROJ "[eye * 2 + 0];\n"); out.Write("\t\tfloat4 row1 = " I_EYE_PROJ "[eye * 2 + 1];\n"); out.Write("\t\tfloat4 zrow = " I_VR_EYE_Z "[eye];\n"); // Mirror the world X when the game's projection flips X (stereoparams.x = -1). // This must happen BEFORE the VR projection so the per-eye IPD offset (baked // into the projection rows' w component) is not affected — only the world // geometry is mirrored. This preserves correct stereo while reversing the // triangle winding to match the game's adjusted cull mode. out.Write("\t\tfloat4 vp = f.viewPos;\n"); out.Write("\t\tvp.x *= " I_STEREOPARAMS ".x;\n"); // cstereo.z is the world-position weight: 1.0 = normal, 0.0 = skybox. The per-eye // position offset (IPD + head translation) is baked into the .w component of the // projection rows, applied only because vp.w == 1. Zeroing vp.w for a skybox draw drops // that offset from x, y AND depth at once, leaving rotation intact (eyes locked at 0,0,0). out.Write("\t\tvp.w *= " I_STEREOPARAMS ".z;\n"); out.Write("\t\tfloat z_eye = dot(zrow, vp);\n"); out.Write("\t\tfloat clip_x = dot(row0, vp);\n"); out.Write("\t\tfloat clip_y = dot(row1, vp);\n"); out.Write("\t\tfloat clip_w = -z_eye;\n"); out.Write("\t\tfloat clip_z = " I_VR_DEPTH ".x * z_eye + " I_VR_DEPTH ".y;\n"); if (!host_config.fast_depth_calc) out.Write("\t\tf.clipPos = float4(clip_x, clip_y, clip_z, clip_w);\n"); out.Write("\t\tf.pos = float4(clip_x, clip_y, clip_z, clip_w);\n"); out.Write("\t\tf.pos.z = f.pos.w * " I_VR_DEPTH ".w - f.pos.z * " I_VR_DEPTH ".z;\n"); if (!host_config.backend_clip_control) out.Write("\t\tf.pos.z = f.pos.z * 2.0 - f.pos.w;\n"); out.Write("\t\tf.pos.xy *= sign(" I_VR_PIXELCENTER ".xy * float2(1.0, -1.0));\n"); out.Write("\t\tf.pos.xy = f.pos.xy - f.pos.w * " I_VR_PIXELCENTER ".xy;\n"); // VR replaces pos entirely — recalculate clip distances for the new position. if (host_config.backend_depth_clamp) { // GL enables GL_CLIP_DISTANCE0/1 globally and Vulkan always honors the GS // ClipDistance builtin, so neutralize both planes — the VR-projected position // no longer matches the console clip volume they encode (post-remap z >= 0 // makes -f.pos.z clip every vertex). D3D routes GS clipDist through TEXCOORD // semantics (never clipped), so it keeps the original expressions. if (api_type == APIType::Vulkan || api_type == APIType::OpenGL) out.Write("\t\tf.clipDist0 = 1.0;\n\t\tf.clipDist1 = 1.0;\n"); else out.Write("\t\tf.clipDist0 = f.pos.z + f.pos.w;\n\t\tf.clipDist1 = -f.pos.z;\n"); } out.Write("\t}}\n"); // Head-locked perspective HUD: preserve the game's original perspective GUI/model // geometry, then place the transformed object in head-locked HMD space. This matches // Hydra's special path for Metroid Prime beam/visor HUD models. out.Write("\telse if (" I_STEREOPARAMS ".w < -2.5f)\n"); out.Write("\t{{\n"); // Capture the game's own NDC depth before replacing f.pos. Re-attached to the new w below, // it reproduces the EXACT flat-screen depth value after the hardware viewport applies the // game's per-draw depth slice (xfmem viewport zRange/farZ). Prime's HUD relies on this: // e.g. the minimap (CAutoMapper) is depth-squashed by 0.001 and drawn with depth TEST but no // write, counting on its viewport slice to pass against the world's depth. A synthetic // depth ignored the slice, so the minimap's test failed depending on the Distance slider and // backend depth convention (invisible on D3D11, visible on Vulkan). out.Write("\t\tfloat hud_game_w = (abs(f.pos.w) > 1.0e-6) ? f.pos.w : 1.0e-6;\n"); out.Write("\t\tfloat hud_game_ndc_z = clamp(f.pos.z / hud_game_w, -1.0, 1.0);\n"); out.Write("\t\tfloat4 hudPos = float4(\n"); out.Write("\t\t\tf.viewPos.x * " I_HEAD_PARAMS ".y + " I_VR_SCREEN ".x,\n"); out.Write("\t\t\tf.viewPos.y * " I_HEAD_PARAMS ".z + " I_VR_SCREEN ".y,\n"); out.Write("\t\t\tf.viewPos.z * " I_HEAD_PARAMS ".w + " I_VR_SCREEN ".z,\n"); out.Write("\t\t\t1.0);\n"); // Keep HUD geometry in front of a near plane (a fraction of the HUD distance) so depth-outlier // pieces (e.g. the 3D radar/minimap blips) can't be pushed behind the camera at small HUD // distances and vanish (where -hudPos.z would clamp to ~0 and project to infinity). out.Write("\t\thudPos.z = min(hudPos.z, -0.1 * max(" I_VR_DEPTH ".w, 0.001));\n"); out.Write("\t\tfloat4 row0 = " I_HEAD_PROJ "[eye * 2 + 0];\n"); out.Write("\t\tfloat4 row1 = " I_HEAD_PROJ "[eye * 2 + 1];\n"); out.Write("\t\tf.pos.x = dot(row0, hudPos);\n"); out.Write("\t\tf.pos.y = dot(row1, hudPos);\n"); out.Write("\t\tf.pos.w = max(-hudPos.z, 0.001);\n"); // Re-attach the game's NDC depth (see capture above). The stereo 3D look is unaffected — // it comes from the per-vertex w parallax, not the depth buffer. The VS already emitted z // in the backend's clip convention, so no clip-control re-conversion here. out.Write("\t\tf.pos.z = hud_game_ndc_z * f.pos.w;\n"); if (!host_config.fast_depth_calc) out.Write("\t\tf.clipPos = f.pos;\n"); out.Write("\t\tf.pos.xy *= sign(" I_VR_PIXELCENTER ".xy * float2(1.0, -1.0));\n"); out.Write("\t\tf.pos.xy = f.pos.xy - f.pos.w * " I_VR_PIXELCENTER ".xy;\n"); if (host_config.backend_depth_clamp) { // GL enables GL_CLIP_DISTANCE0/1 globally and Vulkan always honors the GS // ClipDistance builtin, so neutralize both planes — the VR-projected position // no longer matches the console clip volume they encode (post-remap z >= 0 // makes -f.pos.z clip every vertex). D3D routes GS clipDist through TEXCOORD // semantics (never clipped), so it keeps the original expressions. if (api_type == APIType::Vulkan || api_type == APIType::OpenGL) out.Write("\t\tf.clipDist0 = 1.0;\n\t\tf.clipDist1 = 1.0;\n"); else out.Write("\t\tf.clipDist0 = f.pos.z + f.pos.w;\n\t\tf.clipDist1 = -f.pos.z;\n"); } out.Write("\t}}\n"); // Head-locked VR: 2D content on a virtual screen that follows head movements. // cstereo.w == -2.0 signals head-locked draw. // Uses unrotated (raw) per-eye projection — no head rotation baked in. out.Write("\telse if (" I_STEREOPARAMS ".w < -1.5f)\n"); out.Write("\t{{\n"); if (api_type == APIType::Vulkan) { // Vulkan only guards the divide (w ~ 0 gives NaN/Inf and vanishing geometry); // do NOT clamp x/y — that squashes elements extending past the screen bounds. out.Write("\t\tfloat safe_w = (abs(f.pos.w) > 1.0e-5) ? f.pos.w : " "((f.pos.w < 0.0) ? -1.0e-5 : 1.0e-5);\n"); out.Write("\t\tfloat ndc_x = f.pos.x / safe_w;\n"); out.Write("\t\tfloat ndc_y = f.pos.y / safe_w;\n"); out.Write("\t\tfloat ndc_z = f.pos.z / safe_w;\n"); } else { out.Write("\t\tfloat ndc_x = f.pos.x / f.pos.w;\n"); out.Write("\t\tfloat ndc_y = f.pos.y / f.pos.w;\n"); out.Write("\t\tfloat ndc_z = f.pos.z / f.pos.w;\n"); } out.Write("\t\tfloat ndc_z_clamped = clamp(ndc_z, -1.0, 1.0);\n"); out.Write("\t\tfloat4 screenPos = float4(\n"); out.Write("\t\t\tndc_x * " I_VR_SCREEN ".x,\n"); out.Write("\t\t\tndc_y * " I_VR_SCREEN ".y,\n"); // Spread head-locked 2D content over real depth (cvr_depth.z = HUD thickness). out.Write("\t\t\t-" I_VR_SCREEN ".z + ndc_z_clamped * " I_VR_DEPTH ".z,\n"); out.Write("\t\t\t1.0);\n"); out.Write("\t\tfloat curve = max(" I_HEAD_PARAMS ".x, 0.0);\n"); out.Write("\t\tfloat horizontal = 0.5 * (ndc_x * ndc_x);\n"); out.Write("\t\tfloat curve_push = curve * horizontal * " I_VR_SCREEN ".z * 0.25;\n"); out.Write("\t\tcurve_push = min(curve_push, " I_VR_SCREEN ".z * 0.8);\n"); out.Write("\t\tscreenPos.z += curve_push;\n"); out.Write("\t\tfloat4 row0 = " I_HEAD_PROJ "[eye * 2 + 0];\n"); out.Write("\t\tfloat4 row1 = " I_HEAD_PROJ "[eye * 2 + 1];\n"); out.Write("\t\tf.pos.x = dot(row0, screenPos);\n"); out.Write("\t\tf.pos.y = dot(row1, screenPos);\n"); out.Write("\t\tf.pos.w = max(-screenPos.z, 0.001);\n"); // Park the geometry mid-range; the real depth comes from the PS export (Exact Screen // Depth), with the tiny game-z term left as the legacy fallback ordering. out.Write("\t\tf.pos.z = f.pos.w * (0.5 + ndc_z_clamped * 0.0001);\n"); if (!host_config.fast_depth_calc) out.Write("\t\tf.clipPos = f.pos;\n"); if (!host_config.backend_clip_control) out.Write("\t\tf.pos.z = f.pos.z * 2.0 - f.pos.w;\n"); out.Write("\t\tf.pos.xy *= sign(" I_VR_PIXELCENTER ".xy * float2(1.0, -1.0));\n"); out.Write("\t\tf.pos.xy = f.pos.xy - f.pos.w * " I_VR_PIXELCENTER ".xy;\n"); if (host_config.backend_depth_clamp) { // GL enables GL_CLIP_DISTANCE0/1 globally and Vulkan always honors the GS // ClipDistance builtin, so neutralize both planes — the VR-projected position // no longer matches the console clip volume they encode (post-remap z >= 0 // makes -f.pos.z clip every vertex). D3D routes GS clipDist through TEXCOORD // semantics (never clipped), so it keeps the original expressions. if (api_type == APIType::Vulkan || api_type == APIType::OpenGL) out.Write("\t\tf.clipDist0 = 1.0;\n\t\tf.clipDist1 = 1.0;\n"); else out.Write("\t\tf.clipDist0 = f.pos.z + f.pos.w;\n\t\tf.clipDist1 = -f.pos.z;\n"); } out.Write("\t}}\n"); // Orthographic VR: place 2D content (menus, FMV, HUD) on a virtual screen plane. // cstereo.w == -1.0 signals orthographic draw with VR active. // Map NDC from the ortho projection to a 3D position on the virtual screen, // then re-project through the per-eye HMD projection (world-fixed). out.Write("\telse if (" I_STEREOPARAMS ".w < -0.5f)\n"); out.Write("\t{{\n"); if (api_type == APIType::Vulkan) { // Vulkan only guards the divide (w ~ 0 gives NaN/Inf and vanishing geometry); // do NOT clamp x/y — that squashes elements extending past the screen bounds. out.Write("\t\tfloat safe_w = (abs(f.pos.w) > 1.0e-5) ? f.pos.w : " "((f.pos.w < 0.0) ? -1.0e-5 : 1.0e-5);\n"); out.Write("\t\tfloat ndc_x = f.pos.x / safe_w;\n"); out.Write("\t\tfloat ndc_y = f.pos.y / safe_w;\n"); out.Write("\t\tfloat ndc_z = f.pos.z / safe_w;\n"); } else { out.Write("\t\tfloat ndc_x = f.pos.x / f.pos.w;\n"); out.Write("\t\tfloat ndc_y = f.pos.y / f.pos.w;\n"); out.Write("\t\tfloat ndc_z = f.pos.z / f.pos.w;\n"); } out.Write("\t\tfloat ndc_z_clamped = clamp(ndc_z, -1.0, 1.0);\n"); // cvr_screen = {half_w, half_h, distance, ortho_layer} out.Write("\t\tfloat4 screenPos = float4(\n"); out.Write("\t\t\tndc_x * " I_VR_SCREEN ".x,\n"); out.Write("\t\t\tndc_y * " I_VR_SCREEN ".y,\n"); // Spread 2D content over real depth (cvr_depth.z = HUD thickness) so elements at // different ortho-Z get binocular parallax instead of all sitting on one flat plane. out.Write("\t\t\t-" I_VR_SCREEN ".z + ndc_z_clamped * " I_VR_DEPTH ".z,\n"); out.Write("\t\t\t1.0);\n"); out.Write("\t\tfloat4 row0 = " I_EYE_PROJ "[eye * 2 + 0];\n"); out.Write("\t\tfloat4 row1 = " I_EYE_PROJ "[eye * 2 + 1];\n"); out.Write("\t\tfloat4 zrow = " I_VR_EYE_Z "[eye];\n"); out.Write("\t\tfloat z_eye = dot(zrow, screenPos);\n"); out.Write("\t\tfloat clip_x = dot(row0, screenPos);\n"); out.Write("\t\tfloat clip_y = dot(row1, screenPos);\n"); out.Write("\t\tfloat clip_w = -z_eye;\n"); if (!host_config.fast_depth_calc) out.Write("\t\tf.clipPos = float4(clip_x, clip_y, 0.0, clip_w);\n"); out.Write("\t\tf.pos = float4(clip_x, clip_y, 0.0, clip_w);\n"); // Depth: park the geometry mid-range and spread elements by their own game-space ortho z // (cvr_depth.y = Element Depth). With Exact Screen Depth on (the default) the PS overwrites // this with the game's original depth value; this remains as the legacy fallback. out.Write("\t\tf.pos.z = f.pos.w * (0.5 + ndc_z_clamped * " I_VR_DEPTH ".y);\n"); if (!host_config.backend_clip_control) out.Write("\t\tf.pos.z = f.pos.z * 2.0 - f.pos.w;\n"); out.Write("\t\tf.pos.xy *= sign(" I_VR_PIXELCENTER ".xy * float2(1.0, -1.0));\n"); out.Write("\t\tf.pos.xy = f.pos.xy - f.pos.w * " I_VR_PIXELCENTER ".xy;\n"); if (host_config.backend_depth_clamp) { // GL enables GL_CLIP_DISTANCE0/1 globally and Vulkan always honors the GS // ClipDistance builtin, so neutralize both planes — the VR-projected position // no longer matches the console clip volume they encode (post-remap z >= 0 // makes -f.pos.z clip every vertex). D3D routes GS clipDist through TEXCOORD // semantics (never clipped), so it keeps the original expressions. if (api_type == APIType::Vulkan || api_type == APIType::OpenGL) out.Write("\t\tf.clipDist0 = 1.0;\n\t\tf.clipDist1 = 1.0;\n"); else out.Write("\t\tf.clipDist0 = f.pos.z + f.pos.w;\n\t\tf.clipDist1 = -f.pos.z;\n"); } out.Write("\t}}\n"); } else { // For stereoscopy add a small horizontal offset in Normalized Device Coordinates // proportional to the depth of the vertex. We retrieve the depth value from the // w-component of the projected vertex which contains the negated z-component of // the original vertex. // For negative parallax (out-of-screen effects) we subtract a convergence value // from the depth value. This results in objects at a distance smaller than the // convergence distance to seemingly appear in front of the screen. // This formula is based on page 13 of the "Nvidia 3D Vision Automatic, Best Practices Guide" out.Write("\tfloat hoffset = (eye == 0) ? " I_STEREOPARAMS ".x : " I_STEREOPARAMS ".y;\n"); out.Write("\tf.pos.x += hoffset * (f.pos.w - " I_STEREOPARAMS ".z);\n"); } } if (primitive_type == PrimitiveType::Lines) { out.Write("\tVS_OUTPUT l = f;\n" "\tVS_OUTPUT r = f;\n"); out.Write("\tl.pos.xy -= offset * l.pos.w;\n" "\tr.pos.xy += offset * r.pos.w;\n"); out.Write("\tif (" I_TEXOFFSET "[2] != 0) {{\n"); out.Write("\tfloat texOffset = 1.0 / float(" I_TEXOFFSET "[2]);\n"); for (u32 i = 0; i < uid_data->numTexGens; ++i) { out.Write("\tif (((" I_TEXOFFSET "[0] >> {}) & 0x1) != 0)\n", i); out.Write("\t\tr.tex{}.x += texOffset;\n", i); } out.Write("\t}}\n"); EmitVertex(out, host_config, uid_data, "l", api_type, wireframe, stereo, true); EmitVertex(out, host_config, uid_data, "r", api_type, wireframe, stereo); } else if (primitive_type == PrimitiveType::Points) { out.Write("\tVS_OUTPUT ll = f;\n" "\tVS_OUTPUT lr = f;\n" "\tVS_OUTPUT ul = f;\n" "\tVS_OUTPUT ur = f;\n"); out.Write("\tll.pos.xy += float2(-1,-1) * offset;\n" "\tlr.pos.xy += float2(1,-1) * offset;\n" "\tul.pos.xy += float2(-1,1) * offset;\n" "\tur.pos.xy += offset;\n"); out.Write("\tif (" I_TEXOFFSET "[3] != 0) {{\n"); out.Write("\tfloat2 texOffset = float2(1.0 / float(" I_TEXOFFSET "[3]), 1.0 / float(" I_TEXOFFSET "[3]));\n"); for (u32 i = 0; i < uid_data->numTexGens; ++i) { out.Write("\tif (((" I_TEXOFFSET "[1] >> {}) & 0x1) != 0) {{\n", i); out.Write("\t\tul.tex{}.xy += float2(0,1) * texOffset;\n", i); out.Write("\t\tur.tex{}.xy += texOffset;\n", i); out.Write("\t\tlr.tex{}.xy += float2(1,0) * texOffset;\n", i); out.Write("\t}}\n"); } out.Write("\t}}\n"); EmitVertex(out, host_config, uid_data, "ll", api_type, wireframe, stereo, true); EmitVertex(out, host_config, uid_data, "lr", api_type, wireframe, stereo); EmitVertex(out, host_config, uid_data, "ul", api_type, wireframe, stereo); EmitVertex(out, host_config, uid_data, "ur", api_type, wireframe, stereo); } else { EmitVertex(out, host_config, uid_data, "f", api_type, wireframe, stereo, true); } // Only close loop if previous code was in one (See D3D warning above) if (vertex_in > 1) out.Write("\t}}\n"); EndPrimitive(out, host_config, uid_data, api_type, wireframe, stereo); if (stereo && !host_config.backend_gs_instancing) out.Write("\t}}\n"); out.Write("}}\n"); return out; } static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config, const geometry_shader_uid_data* uid_data, const char* vertex, APIType api_type, bool wireframe, bool stereo, bool first_vertex) { if (wireframe && first_vertex) out.Write("\tif (i == 0) first = {};\n", vertex); if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { // Vulkan NDC space has Y pointing down (right-handed NDC space). if (api_type == APIType::Vulkan) out.Write("\tgl_Position = float4({0}.pos.x, -{0}.pos.y, {0}.pos.z, {0}.pos.w);\n", vertex); else out.Write("\tgl_Position = {}.pos;\n", vertex); if (host_config.backend_depth_clamp) { out.Write("\tgl_ClipDistance[0] = {}.clipDist0;\n", vertex); out.Write("\tgl_ClipDistance[1] = {}.clipDist1;\n", vertex); } AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, host_config); } else { out.Write("\tps.o = {};\n", vertex); out.Write("\tps.posout = {}.pos;\n", vertex); } if (stereo) { // Select the output layer if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) out.Write("\tgl_Layer = eye;\n"); else { out.Write("\tps.layer = eye;\n"); } if (!host_config.backend_gl_layer_in_fs) out.Write("\tlayer = eye;\n"); } if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) out.Write("\tEmitVertex();\n"); else out.Write("\toutput.Append(ps);\n"); } static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config, const geometry_shader_uid_data* uid_data, APIType api_type, bool wireframe, bool stereo) { if (wireframe) EmitVertex(out, host_config, uid_data, "first", api_type, wireframe, stereo); if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) out.Write("\tEndPrimitive();\n"); else out.Write("\toutput.RestartStrip();\n"); } void EnumerateGeometryShaderUids(const std::function& callback) { GeometryShaderUid uid; const std::array primitive_lut = { {g_backend_info.bSupportsPrimitiveRestart ? PrimitiveType::TriangleStrip : PrimitiveType::Triangles, PrimitiveType::Lines, PrimitiveType::Points}}; for (PrimitiveType primitive : primitive_lut) { geometry_shader_uid_data* const guid = uid.GetUidData(); guid->primitive_type = static_cast(primitive); for (u32 texgens = 0; texgens <= 8; texgens++) { guid->numTexGens = texgens; callback(uid); } } }