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Xenia-Canary/src/xenia/gpu/shaders/adaptive_quad.hs.hlsl

58 lines
2.0 KiB
HLSL

#include "xenos_draw.hlsli"
struct XeHSConstantDataOutput {
float edges[4] : SV_TessFactor;
float inside[2] : SV_InsideTessFactor;
};
XeHSConstantDataOutput XePatchConstant(
InputPatch<XeHSControlPointInputAdaptive, 4> xe_input_patch) {
XeHSConstantDataOutput output = (XeHSConstantDataOutput)0;
uint i;
// 1.0 added to the factors according to the images in
// https://www.slideshare.net/blackdevilvikas/next-generation-graphics-programming-on-xbox-360
// (fractional_even also requires a factor of at least 2.0), to the min/max it
// has already been added on the CPU.
// Direct3D 12 (goes in a direction along the perimeter):
// [0] - between U0V1 and U0V0.
// [1] - between U0V0 and U1V0.
// [2] - between U1V0 and U1V1.
// [3] - between U1V1 and U0V1.
// Xbox 360 factors go along the perimeter too according to the example of
// edge factors in Next Generation Graphics Programming on Xbox 360.
// However, if v0->v1... that seems to be working for triangle patches applies
// here too, with the swizzle Xenia uses in domain shaders:
// [0] - between U0V0 and U1V0.
// [1] - between U1V0 and U1V1.
// [2] - between U1V1 and U0V1.
// [3] - between U0V1 and U0V0.
[unroll] for (i = 0u; i < 4u; ++i) {
output.edges[i] = xe_input_patch[(i + 3u) & 3u].edge_factor;
}
// On the Xbox 360, according to the presentation, the inside factor is the
// minimum of the factors of the edges along the axis.
// Direct3D 12:
// [0] - along U.
// [1] - along V.
output.inside[0u] = min(output.edges[1u], output.edges[3u]);
output.inside[1u] = min(output.edges[0u], output.edges[2u]);
return output;
}
[domain("quad")]
[partitioning("fractional_even")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(4)]
[patchconstantfunc("XePatchConstant")]
XeHSControlPointOutput main(
InputPatch<XeHSControlPointInputAdaptive, 4> xe_input_patch) {
XeHSControlPointOutput output;
// Not used with control point indices.
output.index = 0.0f;
return output;
}