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authorScott Mansell <phiren@gmail.com>2016-01-14 18:51:37 +1300
committerScott Mansell <phiren@gmail.com>2016-06-26 16:13:19 +1200
commit53c402dbc5cc25a62a1640ba8062fb8b2ebc1461 (patch)
tree8c6395148e5bbc493f3d59ae0006da7b6af309e3 /Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
parent3a2616714845781deea087c8cfdb965adc04b447 (diff)
Multithreadded Shadergen: First Pass over vertex/lighting Shadergens
The only code which touches xfmem is code which writes directly into uid_data. All the rest now read their parameters out of uid_data. I also simplified the lighting code so it always generated seperate codepaths for alpha and color channels instead of trying to combine them on the off-chance that the same equation works for all 4 channels. As modern (post 2008) GPUs generally don't calcualte all 4 channels in a single vector, this optimisation is pointless. The shader compiler will undo it during the GLSL/HLSL to IR step. Bug Fix: The about optimisation was also broken, applying the color light equation to the alpha light channel instead of the alpha light euqation. But doesn't look like anything trigged this bug.
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