55 lines
1.9 KiB
HLSL
55 lines
1.9 KiB
HLSL
#include "xenos_draw.hlsli"
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struct XeHSConstantDataOutput {
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float edges[4] : SV_TessFactor;
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float inside[2] : SV_InsideTessFactor;
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};
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XeHSConstantDataOutput XePatchConstant(
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InputPatch<XeHSControlPointInput, 4> xe_input_patch) {
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XeHSConstantDataOutput output = (XeHSConstantDataOutput)0;
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uint i;
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// 1.0 already added to the factor on the CPU, according to the images in
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// https://www.slideshare.net/blackdevilvikas/next-generation-graphics-programming-on-xbox-360
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// (fractional_even also requires a factor of at least 2.0).
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// Direct3D 12 (goes in a direction along the perimeter):
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// [0] - between U0V1 and U0V0.
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// [1] - between U0V0 and U1V0.
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// [2] - between U1V0 and U1V1.
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// [3] - between U1V1 and U0V1.
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// Xbox 360 factors go along the perimeter too according to the example of
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// edge factors in Next Generation Graphics Programming on Xbox 360.
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// However, if v0->v1... that seems to be working for triangle patches applies
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// here too, with the swizzle Xenia uses in domain shaders:
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// [0] - between U0V0 and U1V0.
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// [1] - between U1V0 and U1V1.
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// [2] - between U1V1 and U0V1.
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// [3] - between U0V1 and U0V0.
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[unroll] for (i = 0u; i < 4u; ++i) {
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output.edges[i] = clamp(
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asfloat(xe_input_patch[(i + 3u) & 3u].index_or_edge_factor) + 1.0f,
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xe_tessellation_factor_range.x, xe_tessellation_factor_range.y);
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}
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// Direct3D 12:
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// [0] - along U.
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// [1] - along V.
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output.inside[0u] = min(output.edges[0u], output.edges[2u]);
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output.inside[1u] = min(output.edges[1u], output.edges[3u]);
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return output;
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}
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[domain("quad")]
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[partitioning("fractional_even")]
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[outputtopology("triangle_cw")]
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[outputcontrolpoints(4)]
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[patchconstantfunc("XePatchConstant")]
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XeHSAdaptiveControlPointOutput main(
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InputPatch<XeHSControlPointInput, 4> xe_input_patch) {
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XeHSAdaptiveControlPointOutput output;
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return output;
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}
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