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thejerf--baijiSteamVR/Source/Core/VideoCommon/GeometryShaderManager.h
T
2026-04-10 19:51:45 +02:00

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2.2 KiB
C++

// Copyright 2014 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <cmath>
#include <limits>
#include "Common/CommonTypes.h"
#include "VideoCommon/ConstantManager.h"
class PointerWrap;
enum class PrimitiveType : u32;
// The non-API dependent parts.
class GeometryShaderManager
{
public:
void Init();
void Dirty();
void DoState(PointerWrap& p);
void SetConstants(PrimitiveType prim);
void SetViewportChanged();
void SetProjectionChanged();
void SetLinePtWidthChanged();
void SetTexCoordChanged(u8 texmapid);
// VR head-pose cache: marks the cached eye projection as stale so the next
// SetConstants() call re-fetches it from OpenXR. Called from BPStructs at the
// XFB-copy boundary so a single game frame's draws all see one consistent pose.
void InvalidateVRHeadPose();
GeometryShaderConstants constants{};
bool dirty = false;
// Per-draw VR stereo mode override (set before RenderDrawCall, consumed in SetConstants).
// NaN = no override; -1.0 = force screen; 0.0 = force fullscreen; 1.0 = force perspective.
float vr_stereo_override = std::numeric_limits<float>::quiet_NaN();
// Per-frame counter for ortho/screen draws — used to spread depth and avoid Z-fighting.
// Incremented in Flush() for each ortho draw, reset in OnEndFrame().
int vr_ortho_draw_counter = 0;
// Per-draw manual layer override from shader overrides (-1 = use auto counter).
int vr_ortho_layer_override = -1;
// Per-draw element depth override from shader overrides (-1 = use global setting).
float vr_element_depth_override = -1.0f;
// Per-draw UPM override from shader overrides (-1 = use global setting).
float vr_units_per_meter_override = -1.0f;
private:
void SetVSExpand(VSExpand expand);
bool m_projection_changed = false;
bool m_viewport_changed = false;
// Cached OpenXR head pose data — refreshed only at frame boundaries (XFB copy)
// when vr_lock_head_pose is enabled, otherwise refreshed every SetConstants call.
std::array<std::array<float, 4>, 4> m_cached_eye_projection{};
std::array<std::array<float, 4>, 2> m_cached_eye_z_row{};
std::array<std::array<float, 4>, 4> m_cached_head_projection{};
bool m_vr_pose_needs_refresh = true;
};