[D3D12] Restore W and apply half-pixel offset in VS

This commit is contained in:
Triang3l
2018-07-31 17:13:44 +03:00
parent fb1051b610
commit bb045cae70
3 changed files with 47 additions and 37 deletions

View File

@@ -167,9 +167,14 @@ std::vector<uint8_t> HlslShaderTranslator::CompleteTranslation() {
// Only up to 14 constant buffers can be used on binding tiers 1 and 2.
source.Append(
"cbuffer xe_system_constants : register(b0) {\n"
" float2 xe_viewport_inv_scale;\n"
" float3 xe_mul_rcp_w;\n"
" uint xe_vertex_index_endian;\n"
" float3 xe_ndc_scale;\n"
" uint xe_textures_are_3d;\n"
" float3 xe_ndc_offset;\n"
" float xe_pixel_half_pixel_offset;\n"
" float2 xe_ssaa_inv_scale;\n"
" uint xe_pixel_pos_reg;\n"
"};\n"
"\n"
"cbuffer xe_loop_bool_constants : register(b1) {\n"
@@ -313,6 +318,22 @@ std::vector<uint8_t> HlslShaderTranslator::CompleteTranslation() {
" break;\n"
" }\n"
" } while (xe_pc != 0xFFFFu);\n");
if (is_vertex_shader()) {
// Restore the original W if the shader has already taken its reciprocal,
// and restore the original XYZ if the shader has divided them by W. Also
// normalize the coordinates to the viewport if the shader has returned
// unnormalized ones (for rectangle lists, for instance) and apply the half-
// pixel offset.
source.Append(
" [flatten] if (xe_mul_rcp_w.z == 0.0) {\n"
" xe_output.position.w = rcp(xe_output.position.w);\n"
" }\n"
" xe_output.position.xyz *=\n"
" lerp((1.0).xxx, xe_output.position.www, xe_mul_rcp_w.xxy);\n"
" xe_output.position.xyz =\n"
" xe_output.position.xyz * xe_ndc_scale +\n"
" xe_ndc_offset * xe_output.position.www;\n");
}
// TODO(Triang3l): Window offset, half pixel offset, alpha test, gamma.
source.Append(
" return xe_output;\n"