Files
Xenia-Canary/src/xenia/gpu/shaders/adaptive_triangle.hs.hlsl

63 lines
2.3 KiB
HLSL

#include "xenos_draw.hlsli"
struct XeHSConstantDataOutput {
float edges[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
XeHSConstantDataOutput XePatchConstant(
InputPatch<XeHSControlPointInputAdaptive, 3> xe_input_patch) {
XeHSConstantDataOutput output = (XeHSConstantDataOutput)0;
uint i;
// Factors for adaptive tessellation are taken from the index buffer.
// 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.
// Fork phase.
// It appears that on the Xbox 360:
// - [0] is the factor for the v0->v1 edge.
// - [1] is the factor for the v1->v2 edge.
// - [2] is the factor for the v2->v0 edge.
// Where v0 is the U1V0W0 vertex, v1 is the U0V1W0 vertex, and v2 is the
// U0V0W1 vertex.
// The hint at the order was provided in the Code Listing 15 of:
// http://www.uraldev.ru/files/download/21/Real-Time_Tessellation_on_GPU.pdf
// In Direct3D 12:
// - [0] is the factor for the U0 edge (v1->v2).
// - [1] is the factor for the V0 edge (v2->v0),
// - [2] is the factor for the W0 edge (v0->v1).
// Direct3D 12 provides barycentrics as X for v0, Y for v1, Z for v2.
// In Xenia's domain shaders, the barycentric coordinates are handled as:
// 1) vDomain.xyz -> r0.zyx by Xenia.
// 2) r0.zyx -> r0.zyx by the guest (because r1.y is set to 0 by Xenia, which
// apparently means identity swizzle to games).
// 3) r0.z * v0 + r0.y * v1 + r0.x * v2 by the guest.
// With this order, there are no cracks in Halo 3 water.
[unroll] for (i = 0u; i < 3u; ++i) {
output.edges[i] = xe_input_patch[(i + 1u) % 3u].edge_factor;
}
// Join phase. vpc0, vpc1, vpc2 taken as inputs.
output.inside =
min(min(output.edges[0u], output.edges[1u]), output.edges[2u]);
return output;
}
[domain("tri")]
[partitioning("fractional_even")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(3)]
[patchconstantfunc("XePatchConstant")]
XeHSControlPointOutput main(
InputPatch<XeHSControlPointInputAdaptive, 3> xe_input_patch) {
XeHSControlPointOutput output;
// Not used with control point indices.
output.index = 0.0f;
return output;
}