Geometry shaders now support disabled viewports.
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@@ -124,6 +124,46 @@ ID3D10Blob* D3D11GeometryShader::Compile(const char* shader_source) {
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return shader_blob;
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}
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int D3D11GeometryShader::Generate(D3D11VertexShader* vertex_shader,
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alloy::StringBuffer* output) {
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output->Append(
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"struct VERTEX {\n"
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" float4 oPos : SV_POSITION;\n");
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auto alloc_counts = vertex_shader->alloc_counts();
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if (alloc_counts.params) {
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// TODO(benvanik): only add used ones?
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output->Append(
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" float4 o[%d] : XE_O;\n",
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D3D11Shader::MAX_INTERPOLATORS);
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}
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output->Append(
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// TODO(benvanik): only pull in point size if required.
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" float4 oPointSize : PSIZE;\n"
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"};\n");
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output->Append(
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"cbuffer geo_consts {\n"
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" float4 window;\n" // x,y,w,h
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" float4 viewport_z_enable;\n" // min,(max - min),?,enabled
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" float4 viewport_size;\n" // x,y,w,h
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"};"
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"float4 applyViewport(float4 pos) {\n"
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" if (viewport_z_enable.w) {\n"
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//" pos.x = (pos.x + 1) * viewport_size.z * 0.5 + viewport_size.x;\n"
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//" pos.y = (1 - pos.y) * viewport_size.w * 0.5 + viewport_size.y;\n"
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//" pos.z = viewport_z_enable.x + pos.z * viewport_z_enable.y;\n"
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// w?
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" } else {\n"
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" pos.xy = pos.xy / float2(window.z / 2.0, -window.w / 2.0) + float2(-1.0, 1.0);\n"
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" pos.zw = float2(0.0, 1.0);\n"
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" }\n"
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" pos.xy += window.xy;\n"
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" return pos;\n"
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"}\n");
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return 0;
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}
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D3D11PointSpriteGeometryShader::D3D11PointSpriteGeometryShader(
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ID3D11Device* device, uint64_t hash) :
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@@ -135,24 +175,15 @@ D3D11PointSpriteGeometryShader::~D3D11PointSpriteGeometryShader() {
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int D3D11PointSpriteGeometryShader::Generate(D3D11VertexShader* vertex_shader,
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alloy::StringBuffer* output) {
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if (D3D11GeometryShader::Generate(vertex_shader, output)) {
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return 1;
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}
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// TODO(benvanik): fetch default point size from register and use that if
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// the VS doesn't write oPointSize.
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// the VS doesn't write oPointSize.
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// TODO(benvanik): clamp to min/max.
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// TODO(benvanik): figure out how to see which interpolator gets adjusted.
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output->Append(
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"struct VERTEX {\n"
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" float4 oPos : SV_POSITION;\n");
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auto alloc_counts = vertex_shader->alloc_counts();
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if (alloc_counts.params) {
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output->Append(
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" float4 o[%d] : XE_O;\n",
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D3D11Shader::MAX_INTERPOLATORS);
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}
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output->Append(
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" float4 oPointSize : PSIZE;\n"
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"};\n");
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output->Append(
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"[maxvertexcount(4)]\n"
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"void main(point VERTEX input[1], inout TriangleStream<VERTEX> output) {\n"
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@@ -163,9 +194,8 @@ int D3D11PointSpriteGeometryShader::Generate(D3D11VertexShader* vertex_shader,
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" float2( 1.0, -1.0),\n"
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" };\n"
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" float psize = max(input[0].oPointSize.x, 1.0);\n"
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" VERTEX v;\n"
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" for (uint n = 0; n < 4; n++) {\n"
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" v = input[0];\n"
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" VERTEX v = input[0];\n"
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" v.oPos.xy += offsets[n] * psize;\n"
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" output.Append(v);\n"
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" }\n"
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@@ -186,29 +216,23 @@ D3D11RectListGeometryShader::~D3D11RectListGeometryShader() {
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int D3D11RectListGeometryShader::Generate(D3D11VertexShader* vertex_shader,
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alloy::StringBuffer* output) {
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output->Append(
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"struct VERTEX {\n"
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" float4 oPos : SV_POSITION;\n");
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auto alloc_counts = vertex_shader->alloc_counts();
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if (alloc_counts.params) {
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output->Append(
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" float4 o[%d] : XE_O;\n",
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D3D11Shader::MAX_INTERPOLATORS);
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if (D3D11GeometryShader::Generate(vertex_shader, output)) {
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return 1;
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}
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output->Append(
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" float4 oPointSize : PSIZE;\n"
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"};\n");
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output->Append(
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"[maxvertexcount(4)]\n"
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"void main(triangle VERTEX input[3], inout TriangleStream<VERTEX> output) {\n"
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" output.Append(input[0]);\n"
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" output.Append(input[1]);\n"
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" output.Append(input[2]);\n"
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" for (uint n = 0; n < 3; n++) {\n"
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" VERTEX v = input[n];\n"
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" v.oPos = applyViewport(v.oPos);\n"
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" output.Append(v);\n"
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" }\n"
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" VERTEX v = input[2];\n"
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" v.oPos += input[1].oPos - input[0].oPos;\n"
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" v.oPos = applyViewport(v.oPos + input[1].oPos - input[0].oPos);\n"
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// TODO(benvanik): only if needed?
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" v.oPointSize += input[1].oPointSize - input[0].oPointSize;\n");
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auto alloc_counts = vertex_shader->alloc_counts();
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for (uint32_t n = 0; n < alloc_counts.params; n++) {
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// TODO(benvanik): this may be wrong - the count is a bad metric.
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output->Append(
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@@ -234,27 +258,19 @@ D3D11QuadListGeometryShader::~D3D11QuadListGeometryShader() {
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int D3D11QuadListGeometryShader::Generate(D3D11VertexShader* vertex_shader,
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alloy::StringBuffer* output) {
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output->Append(
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"struct VERTEX {\n"
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" float4 oPos : SV_POSITION;\n");
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auto alloc_counts = vertex_shader->alloc_counts();
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if (alloc_counts.params) {
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output->Append(
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" float4 o[%d] : XE_O;\n",
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D3D11Shader::MAX_INTERPOLATORS);
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if (D3D11GeometryShader::Generate(vertex_shader, output)) {
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return 1;
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}
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output->Append(
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" float4 oPointSize : PSIZE;\n"
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"};\n");
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output->Append(
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"[maxvertexcount(4)]\n"
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"void main(lineadj VERTEX input[4], inout TriangleStream<VERTEX> output,\n"
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" uint primitive_id : SV_PrimitiveID) {\n"
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" output.Append(input[0]);\n"
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" output.Append(input[1]);\n"
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" output.Append(input[3]);\n"
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" output.Append(input[2]);\n"
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"void main(lineadj VERTEX input[4], inout TriangleStream<VERTEX> output) {\n"
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" const uint order[4] = { 0, 1, 3, 2 };\n"
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" for (uint n = 0; n < 4; n++) {\n"
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" VERTEX v = input[order[n]];\n"
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" v.oPos = applyViewport(v.oPos);\n"
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" output.Append(v);\n"
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" }\n"
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" output.RestartStrip();\n"
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"}\n");
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