[D3D12] Point sprites and color exponent bias

This commit is contained in:
Triang3l
2018-08-27 12:35:44 +03:00
parent 1818905366
commit 6d48b856b9
8 changed files with 162 additions and 38 deletions

View File

@@ -0,0 +1,29 @@
#include "xenos_draw.hlsli"
[maxvertexcount(4)]
void main(point XeVertex xe_in[1], inout TriangleStream<XeVertex> xe_stream) {
XeVertex xe_out;
xe_out.interpolators = xe_in[0].interpolators;
xe_out.position.zw = xe_in[0].position.zw;
xe_out.point_size = xe_in[0].point_size;
// Shader header writes -1.0f to point_size by default, so any positive value
// means that it was overwritten by the translated vertex shader.
float2 point_size =
(xe_in[0].point_size > 0.0f ? xe_in[0].point_size.xx : xe_point_size) *
xe_ndc_scale.xy;
xe_out.point_coord = float2(0.0, 1.0);
xe_out.position.xy = xe_in[0].position.xy + float2(-1.0, 1.0) * point_size;
xe_stream.Append(xe_out);
xe_out.point_coord = float2(1.0, 1.0);
xe_out.position.xy = xe_in[0].position.xy + point_size;
xe_stream.Append(xe_out);
xe_out.point_coord = float2(0.0, 0.0);
xe_out.position.xy = xe_in[0].position.xy - point_size;
xe_stream.Append(xe_out);
xe_out.point_coord = float2(1.0, 0.0);
xe_out.position.xy = xe_in[0].position.xy + float2(1.0, -1.0) * point_size;
xe_stream.Append(xe_out);
xe_stream.RestartStrip();
}

View File

@@ -1,12 +1,7 @@
struct XeVertex {
float4 interpolators[16] : TEXCOORD;
float4 position : SV_Position;
float point_size : PSIZE;
};
#include "xenos_draw.hlsli"
[maxvertexcount(4)]
void main(lineadj XeVertex xe_in[4],
inout TriangleStream<XeVertex> xe_stream) {
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]);

View File

@@ -1,8 +1,4 @@
struct XeVertex {
float4 interpolators[16] : TEXCOORD;
float4 position : SV_Position;
float point_size : PSIZE;
};
#include "xenos_draw.hlsli"
[maxvertexcount(6)]
void main(triangle XeVertex xe_in[3],
@@ -37,6 +33,9 @@ void main(triangle XeVertex xe_in[3],
xe_in[0].interpolators[i] +
xe_in[2].interpolators[i];
}
xe_out.point_coord = xe_in[1].point_coord +
xe_in[0].point_coord -
xe_in[2].point_coord;
xe_out.position = float4(xe_in[1].position.xy -
xe_in[0].position.xy +
xe_in[2].position.xy,
@@ -54,6 +53,9 @@ void main(triangle XeVertex xe_in[3],
xe_in[1].interpolators[i] +
xe_in[2].interpolators[i];
}
xe_out.point_coord = xe_in[0].point_coord +
xe_in[1].point_coord -
xe_in[2].point_coord;
xe_out.position = float4(xe_in[0].position.xy -
xe_in[1].position.xy +
xe_in[2].position.xy,

View File

@@ -0,0 +1,34 @@
#ifndef XENIA_GPU_D3D12_SHADERS_XENOS_DRAW_HLSLI_
#define XENIA_GPU_D3D12_SHADERS_XENOS_DRAW_HLSLI_
cbuffer XeSystemConstants : register(b0) {
// vec4 0
float3 xe_mul_rcp_w;
uint xe_vertex_base_index;
// vec4 1
float3 xe_ndc_scale;
uint xe_vertex_index_endian;
// vec4 2
float3 xe_ndc_offset;
float xe_pixel_half_pixel_offset;
// vec4 3
float2 xe_point_size;
float2 xe_ssaa_inv_scale;
// vec4 4
uint xe_pixel_pos_reg;
int xe_alpha_test;
float2 xe_alpha_test_range;
// vec4 5
float4 xe_color_exp_bias;
// vec4 6
uint4 xe_color_output_map;
};
struct XeVertex {
float4 interpolators[16] : TEXCOORD0;
float2 point_coord : TEXCOORD16;
float4 position : SV_Position;
float point_size : PSIZE;
};
#endif // XENIA_GPU_D3D12_SHADERS_XENOS_DRAW_HLSLI_