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https://github.com/dolphin-emu/dolphin.git
synced 2025-01-31 00:32:53 +00:00
Fix some mistakes from the master merge; some cleanups.
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5e6b712651
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adab4e37f7
@ -254,7 +254,7 @@ const char *WriteLocation(API_TYPE ApiType)
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}
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template<class T>
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void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
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static void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
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{
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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pixel_shader_uid_data dummy_data;
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@ -333,9 +333,9 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
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if (ApiType == API_OPENGL)
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{
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out.Write("COLOROUT(ocol0);\n");
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out.Write("COLOROUT(ocol0)\n");
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if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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out.Write("COLOROUT(ocol1);\n");
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out.Write("COLOROUT(ocol1)\n");
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if (per_pixel_depth)
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out.Write("#define depth gl_FragDepth\n");
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@ -572,7 +572,7 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
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if (Pretest == AlphaTest::UNDETERMINED)
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WriteAlphaTest<T>(out, uid_data, ApiType, dstAlphaMode, per_pixel_depth);
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// the screen space depth value = far z + (clip z / clip w) * z range
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if(ApiType == API_OPENGL || ApiType == API_D3D11)
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out.Write("float zCoord = rawpos.z;\n");
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@ -584,7 +584,7 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
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}
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// Note: depth textures are disabled if early depth test is enabled
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uid_data.ztex.op = bpmem.ztex2.op;
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uid_data.ztex_op = bpmem.ztex2.op;
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uid_data.per_pixel_depth = per_pixel_depth;
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uid_data.fog.fsel = bpmem.fog.c_proj_fsel.fsel;
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@ -86,7 +86,7 @@ struct pixel_shader_uid_data
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u32 bc3 : 3;
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u32 bi4 : 3;
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u32 bc4 : 3;
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void SetValues(int index, u32 texcoord, u32 texmap)
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inline void SetValues(int index, u32 texcoord, u32 texmap)
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{
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if (index == 0) { bc0 = texcoord; bi0 = texmap; }
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else if (index == 1) { bc1 = texcoord; bi1 = texmap; }
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@ -180,7 +180,6 @@ struct pixel_shader_uid_data
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u32 comp0 : 3;
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u32 comp1 : 3;
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u32 logic : 2;
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// TODO: ref???
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u32 use_zcomploc_hack : 1;
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} alpha_test;
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@ -194,12 +193,7 @@ struct pixel_shader_uid_data
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u32 hex : 4;
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} fog;
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union {
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struct {
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u32 op : 2;
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};
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u32 hex : 2;
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} ztex;
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u32 ztex_op : 2;
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u32 per_pixel_depth : 1;
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u32 bHasIndStage : 16;
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@ -80,11 +80,6 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
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_assert_(bpmem.genMode.numcolchans == xfregs.numChan.numColorChans);
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bool is_d3d = (api_type & API_D3D9 || api_type == API_D3D11);
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u32 lightMask = 0;
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if (xfregs.numChan.numColorChans > 0)
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lightMask |= xfregs.color[0].GetFullLightMask() | xfregs.alpha[0].GetFullLightMask();
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if (xfregs.numChan.numColorChans > 1)
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lightMask |= xfregs.color[1].GetFullLightMask() | xfregs.alpha[1].GetFullLightMask();
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// uniforms
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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@ -112,7 +107,7 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
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{
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out.Write("ATTRIN float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB);
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if (components & VB_HAS_POSMTXIDX)
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out.Write("ATTRIN float posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
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out.Write("ATTRIN float fposmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
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if (components & VB_HAS_NRM0)
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out.Write("ATTRIN float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB);
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if (components & VB_HAS_NRM1)
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