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Shader: Store AttributeBuffers in GS output buffer
This also does the output masking early at EMIT time, instead of when a triangle is sent to the vertex handler.
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@ -99,16 +99,16 @@ GSEmitter::~GSEmitter() {
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delete handlers;
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}
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void GSEmitter::Emit(Math::Vec4<float24> (&vertex)[16]) {
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void GSEmitter::Emit(Math::Vec4<float24> (&output_regs)[16]) {
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ASSERT(vertex_id < 3);
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std::copy(std::begin(vertex), std::end(vertex), buffer[vertex_id].begin());
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// TODO: This should be merged with UnitState::WriteOutput somehow
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CopyRegistersToOutput(output_regs, output_mask, buffer[vertex_id]);
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if (prim_emit) {
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if (winding)
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handlers->winding_setter();
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for (size_t i = 0; i < buffer.size(); ++i) {
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AttributeBuffer output;
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CopyRegistersToOutput(buffer[i].data(), output_mask, output);
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handlers->vertex_handler(output);
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handlers->vertex_handler(buffer[i]);
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}
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}
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}
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@ -72,7 +72,7 @@ static_assert(sizeof(OutputVertex) == 24 * sizeof(float), "OutputVertex has inva
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* This structure contains state information for primitive emitting in geometry shader.
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*/
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struct GSEmitter {
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std::array<std::array<Math::Vec4<float24>, 16>, 3> buffer;
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std::array<AttributeBuffer, 3> buffer;
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u8 vertex_id;
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bool prim_emit;
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bool winding;
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@ -87,7 +87,7 @@ struct GSEmitter {
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GSEmitter();
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~GSEmitter();
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void Emit(Math::Vec4<float24> (&vertex)[16]);
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void Emit(Math::Vec4<float24> (&output_regs)[16]);
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};
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static_assert(std::is_standard_layout<GSEmitter>::value, "GSEmitter is not standard layout type");
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