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C++

// 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<const char*, PrimitiveType::TriangleStrip> primitives_ogl{
"points",
"lines",
"triangles",
"triangles",
};
constexpr Common::EnumMap<const char*, PrimitiveType::TriangleStrip> primitives_d3d{
"point",
"line",
"triangle",
"triangle",
};
constexpr Common::EnumMap<u32, PrimitiveType::TriangleStrip> vertex_in_map{1u, 2u, 3u, 3u};
constexpr Common::EnumMap<u32, PrimitiveType::TriangleStrip> 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<u32>(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<u32>(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<PrimitiveType>(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<VertexData> 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<VertexData> 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]
// World-fixed perspective pane: attach perspective content to its original sub-region on the
// virtual screen. Scale screen X/Y and Z by the original clip-W ratio, preserving the
// neutral-view silhouette while providing binocular depth. Flat Screen Pane draws use the
// separate world-fixed 2D screen branch below.
out.Write("\tif (" I_STEREOPARAMS ".w > 1.5f)\n");
out.Write("\t{{\n");
out.Write("\t\tfloat pane_game_w = (abs(f.pos.w) > 1.0e-6) ? f.pos.w : 1.0e-6;\n");
// Capture the game's post-viewport NDC depth before replacing the clip position. Screen Pane
// can either reattach this value (stable ordering for multipart models) or use the physical
// depth of the reprojected pane geometry (correct depth from oblique VR viewpoints).
out.Write("\t\tfloat pane_game_ndc_z = clamp(f.pos.z / pane_game_w, -1.0, 1.0);\n");
out.Write("\t\tfloat pane_reference_w = max(" I_HEAD_PARAMS ".w, 1.0e-4);\n");
out.Write("\t\tfloat pane_depth_scale = max(pane_game_w / pane_reference_w, 0.001);\n");
out.Write("\t\tfloat ndc_x = f.pos.x / pane_game_w;\n");
out.Write("\t\tfloat ndc_y = f.pos.y / pane_game_w;\n");
out.Write("\t\tndc_x = ndc_x * " I_VR_PANE_REMAP ".x + " I_VR_PANE_REMAP ".z;\n");
out.Write("\t\tndc_y = ndc_y * " I_VR_PANE_REMAP ".y + " I_VR_PANE_REMAP ".w;\n");
out.Write("\t\tfloat4 panePos = float4(\n");
out.Write("\t\t\tndc_x * " I_VR_SCREEN ".x * pane_depth_scale,\n");
out.Write("\t\t\tndc_y * " I_VR_SCREEN ".y * pane_depth_scale,\n");
out.Write("\t\t\t-" I_VR_SCREEN ".z * pane_depth_scale,\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, panePos);\n");
out.Write("\t\tfloat clip_x = dot(row0, panePos);\n");
out.Write("\t\tfloat clip_y = dot(row1, panePos);\n");
out.Write("\t\tfloat clip_w = -z_eye;\n");
out.Write("\t\tif (" I_STEREOPARAMS ".w > 2.5f && " I_STEREOPARAMS
".w < 3.5f)\n");
out.Write("\t\t{{\n");
out.Write("\t\t\tfloat clip_z = " I_VR_DEPTH ".x * z_eye + " I_VR_DEPTH ".y;\n");
if (!host_config.fast_depth_calc)
out.Write("\t\t\tf.clipPos = float4(clip_x, clip_y, clip_z, clip_w);\n");
out.Write("\t\t\tf.pos = float4(clip_x, clip_y, clip_z, clip_w);\n");
out.Write("\t\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\t\tf.pos.z = f.pos.z * 2.0 - f.pos.w;\n");
out.Write("\t\t}}\n");
out.Write("\t\telse\n");
out.Write("\t\t{{\n");
out.Write("\t\t\tf.pos = float4(clip_x, clip_y, pane_game_ndc_z * clip_w, clip_w);\n");
if (!host_config.fast_depth_calc)
out.Write("\t\t\tf.clipPos = f.pos;\n");
out.Write("\t\t}}\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)
{
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");
out.Write("\telse if (" 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");
}
// Pane->frame remap: sub-screen 3D viewports (MKDD character select boxes) have NDC
// spanning only their pane; map it to the pane's place on the full screen. Identity
// {1,1,0,0} for normal fullscreen draws.
out.Write("\t\tndc_x = ndc_x * " I_VR_PANE_REMAP ".x + " I_VR_PANE_REMAP ".z;\n");
out.Write("\t\tndc_y = ndc_y * " I_VR_PANE_REMAP ".y + " I_VR_PANE_REMAP ".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<void(const GeometryShaderUid&)>& callback)
{
GeometryShaderUid uid;
const std::array<PrimitiveType, 3> 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<u32>(primitive);
for (u32 texgens = 0; texgens <= 8; texgens++)
{
guid->numTexGens = texgens;
callback(uid);
}
}
}