[D3D12] Quad list geometry shader

This commit is contained in:
Triang3l
2018-08-26 19:51:20 +03:00
parent 2c24622bdb
commit 592873cf9f
5 changed files with 54 additions and 42 deletions

View File

@@ -0,0 +1,15 @@
struct XeVertex {
float4 interpolators[16] : TEXCOORD;
float4 position : SV_Position;
float point_size : PSIZE;
};
[maxvertexcount(4)]
void main(lineadj XeVertex xe_in[4],
inout TriangleStream<XeVertex> xe_stream) {
xe_stream.Append(xe_in[0]);
xe_stream.Append(xe_in[1]);
xe_stream.Append(xe_in[3]);
xe_stream.Append(xe_in[2]);
xe_stream.RestartStrip();
}

View File

@@ -5,21 +5,13 @@ struct XeVertex {
};
[maxvertexcount(6)]
void main(triangle XeVertex xe_in[3], inout TriangleStream<XeVertex> xe_stream) {
void main(triangle XeVertex xe_in[3],
inout TriangleStream<XeVertex> xe_stream) {
XeVertex xe_out;
xe_out.interpolators = xe_in[0].interpolators;
xe_out.position = xe_in[0].position;
xe_out.point_size = xe_in[0].point_size;
xe_stream.Append(xe_out);
xe_out.interpolators = xe_in[1].interpolators;
xe_out.position = xe_in[1].position;
xe_out.point_size = xe_in[1].point_size;
xe_stream.Append(xe_out);
xe_out.interpolators = xe_in[2].interpolators;
xe_out.position = xe_in[2].position;
xe_out.point_size = xe_in[2].point_size;
xe_stream.Append(xe_out);
xe_stream.Append(xe_in[0]);
xe_stream.Append(xe_in[1]);
xe_stream.Append(xe_in[2]);
xe_stream.RestartStrip();
// Most games use a left-aligned form.
@@ -38,14 +30,8 @@ void main(triangle XeVertex xe_in[3], inout TriangleStream<XeVertex> xe_stream)
// | // | 2: 1,-1
// | - | 3: [ 1, 1 ]
// 1 ------[3]
xe_out.interpolators = xe_in[2].interpolators;
xe_out.position = xe_in[2].position;
xe_out.point_size = xe_in[2].point_size;
xe_stream.Append(xe_out);
xe_out.interpolators = xe_in[1].interpolators;
xe_out.position = xe_in[1].position;
xe_out.point_size = xe_in[1].point_size;
xe_stream.Append(xe_out);
xe_stream.Append(xe_in[2]);
xe_stream.Append(xe_in[1]);
[unroll] for (int i = 0; i < 16; ++i) {
xe_out.interpolators[i] = xe_in[1].interpolators[i] -
xe_in[0].interpolators[i] +
@@ -61,14 +47,8 @@ void main(triangle XeVertex xe_in[3], inout TriangleStream<XeVertex> xe_stream)
// | \\ | 2: 1, 1
// | - | 3: [-1, 1 ]
// [3] ----- 2
xe_out.interpolators = xe_in[0].interpolators;
xe_out.position = xe_in[0].position;
xe_out.point_size = xe_in[0].point_size;
xe_stream.Append(xe_out);
xe_out.interpolators = xe_in[2].interpolators;
xe_out.position = xe_in[2].position;
xe_out.point_size = xe_in[2].point_size;
xe_stream.Append(xe_out);
xe_stream.Append(xe_in[0]);
xe_stream.Append(xe_in[2]);
[unroll] for (int i = 0; i < 16; ++i) {
xe_out.interpolators[i] = xe_in[0].interpolators[i] -
xe_in[1].interpolators[i] +