diff options
| author | degasus <wickmarkus@web.de> | 2013-10-15 14:38:26 +0200 |
|---|---|---|
| committer | degasus <wickmarkus@web.de> | 2013-10-15 14:38:26 +0200 |
| commit | bd80de14f4ca991e2fecdaae53465fae4ea653c8 (patch) | |
| tree | 51fa2e30779c082a677701b9e2f5c6534f59df67 /Source/Core/VideoCommon/Src/PixelShaderGen.cpp | |
| parent | f62579761cadc44e72c296e537224d937ba67d82 (diff) | |
ShaderGen: drop PerPixelLighting + 8Texcoord hack
D3D9 only supports 8 texcoords. But we need a new one for ppl, so we just store it in the first 4 texcoords in the free 4th component.
This isn't needed for both d3d11 and ogl3, so just remove it.
Diffstat (limited to 'Source/Core/VideoCommon/Src/PixelShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/Src/PixelShaderGen.cpp | 84 |
1 files changed, 15 insertions, 69 deletions
diff --git a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp index 9dfa6cf064..373135f4c4 100644 --- a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp @@ -316,34 +316,12 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T // compute window position if needed because binding semantic WPOS is not widely supported // Let's set up attributes - if (xfregs.numTexGen.numTexGens < 7) + for (int i = 0; i < xfregs.numTexGen.numTexGens; ++i) + out.Write("VARYIN float3 uv%d_2;\n", i); + out.Write("VARYIN float4 clipPos_2;\n"); + if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) { - for (int i = 0; i < xfregs.numTexGen.numTexGens; ++i) - out.Write("VARYIN float3 uv%d_2;\n", i); - out.Write("VARYIN float4 clipPos_2;\n"); - if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) - { - out.Write("VARYIN float4 Normal_2;\n"); - } - } - else - { - // wpos is in w of first 4 texcoords - if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) - { - for (int i = 0; i < 8; ++i) - { - out.Write("VARYIN float4 uv%d_2;\n", i); - } - } - else - { - for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) - { - out.Write("VARYIN float%d uv%d_2;\n", i < 4 ? 4 : 3 , i); - } - } - out.Write("float4 clipPos;\n"); + out.Write("VARYIN float4 Normal_2;\n"); } if (forced_early_z) @@ -433,50 +411,21 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T out.Write("float4 colors_1 = colors_12;\n"); // compute window position if needed because binding semantic WPOS is not widely supported // Let's set up attributes - if (xfregs.numTexGen.numTexGens < 7) + if(numTexgen) + for (int i = 0; i < 8; ++i) + if(i < xfregs.numTexGen.numTexGens) + out.Write("float3 uv%d = uv%d_2;\n", i, i); + out.Write("float4 clipPos = clipPos_2;\n"); + if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) { - if(numTexgen) - for (int i = 0; i < 8; ++i) - if(i < xfregs.numTexGen.numTexGens) - out.Write("float3 uv%d = uv%d_2;\n", i, i); - out.Write("float4 clipPos = clipPos_2;\n"); - if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) - { - out.Write("float4 Normal = Normal_2;\n"); - } - } - else - { - // wpos is in w of first 4 texcoords - if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) - { - for (int i = 0; i < 8; ++i) - { - out.Write("float4 uv%d = uv%d_2;\n", i, i); - } - } - else - { - for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) - { - out.Write("float%d uv%d = uv%d_2;\n", i < 4 ? 4 : 3 , i, i); - } - } + out.Write("float4 Normal = Normal_2;\n"); } } if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) { - if (xfregs.numTexGen.numTexGens < 7) - { - out.Write("\tfloat3 _norm0 = normalize(Normal.xyz);\n\n"); - out.Write("\tfloat3 pos = float3(clipPos.x,clipPos.y,Normal.w);\n"); - } - else - { - out.Write("\tfloat3 _norm0 = normalize(float3(uv4.w,uv5.w,uv6.w));\n\n"); - out.Write("\tfloat3 pos = float3(uv0.w,uv1.w,uv7.w);\n"); - } + out.Write("\tfloat3 _norm0 = normalize(Normal.xyz);\n\n"); + out.Write("\tfloat3 pos = float3(clipPos.x,clipPos.y,Normal.w);\n"); out.Write("\tfloat4 mat, lacc;\n" "\tfloat3 ldir, h;\n" @@ -488,10 +437,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T GenerateLightingShader<T>(out, uid_data.lighting, components, I_PMATERIALS, I_PLIGHTS, "colors_", "colors_"); } - if (numTexgen < 7) - out.Write("\tclipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);\n"); - else - out.Write("\tclipPos = float4(rawpos.x, rawpos.y, uv2.w, uv3.w);\n"); + out.Write("\tclipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);\n"); // HACK to handle cases where the tex gen is not enabled if (numTexgen == 0) |
