summaryrefslogtreecommitdiff
path: root/Source/Core/VideoCommon/VertexShaderGen.cpp
diff options
context:
space:
mode:
authorScott Mansell <phiren@gmail.com>2016-06-26 21:55:22 +1200
committerGitHub <noreply@github.com>2016-06-26 21:55:22 +1200
commitee9e3432cb980ff75b40b40b9f5729fa25a68fc2 (patch)
treeae43d36c26ba467b96847c8f0ed16af2a069a0f2 /Source/Core/VideoCommon/VertexShaderGen.cpp
parent2776bcbf55ccc256fd7b43008ee4349d59739cff (diff)
parent2f134c5c36c3a9c3c7a618635d98d0bf2191b9f2 (diff)
Merge pull request #3513 from phire/make_hdkr_happy
Get shadergen ready for Multithreadded generation of shaders.
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexShaderGen.cpp226
1 files changed, 130 insertions, 96 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp
index 618d097370..77444e7dfc 100644
--- a/Source/Core/VideoCommon/VertexShaderGen.cpp
+++ b/Source/Core/VideoCommon/VertexShaderGen.cpp
@@ -14,22 +14,73 @@
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoConfig.h"
-template <class T>
-static T GenerateVertexShader(API_TYPE api_type)
+VertexShaderUid GetVertexShaderUid()
{
- T out;
- const u32 components = VertexLoaderManager::g_current_components;
- // Non-uid template parameters will write to the dummy data (=> gets optimized out)
- vertex_shader_uid_data dummy_data;
- vertex_shader_uid_data* uid_data = out.template GetUidData<vertex_shader_uid_data>();
- if (uid_data != nullptr)
- memset(uid_data, 0, sizeof(*uid_data));
- else
- uid_data = &dummy_data;
+ VertexShaderUid out;
+ vertex_shader_uid_data* uid_data = out.GetUidData<vertex_shader_uid_data>();
+ memset(uid_data, 0, sizeof(*uid_data));
_assert_(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens);
_assert_(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans);
+ uid_data->numTexGens = xfmem.numTexGen.numTexGens;
+ uid_data->components = VertexLoaderManager::g_current_components;
+ uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
+ uid_data->msaa = g_ActiveConfig.iMultisamples > 1;
+ uid_data->ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA;
+ uid_data->numColorChans = xfmem.numChan.numColorChans;
+
+ GetLightingShaderUid(uid_data->lighting);
+
+ // transform texcoords
+ for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
+ {
+ auto& texinfo = uid_data->texMtxInfo[i];
+
+ texinfo.sourcerow = xfmem.texMtxInfo[i].sourcerow;
+ texinfo.texgentype = xfmem.texMtxInfo[i].texgentype;
+ texinfo.inputform = xfmem.texMtxInfo[i].inputform;
+
+ // first transformation
+ switch (texinfo.texgentype)
+ {
+ case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
+ if (uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2))
+ {
+ // transform the light dir into tangent space
+ texinfo.embosslightshift = xfmem.texMtxInfo[i].embosslightshift;
+ texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
+ }
+ else
+ {
+ texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
+ }
+ break;
+ case XF_TEXGEN_COLOR_STRGBC0:
+ case XF_TEXGEN_COLOR_STRGBC1:
+ break;
+ case XF_TEXGEN_REGULAR:
+ default:
+ uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i;
+ break;
+ }
+
+ uid_data->dualTexTrans_enabled = xfmem.dualTexTrans.enabled;
+ // CHECKME: does this only work for regular tex gen types?
+ if (uid_data->dualTexTrans_enabled && texinfo.texgentype == XF_TEXGEN_REGULAR)
+ {
+ auto& postInfo = uid_data->postMtxInfo[i];
+ postInfo.index = xfmem.postMtxInfo[i].index;
+ postInfo.normalize = xfmem.postMtxInfo[i].normalize;
+ }
+ }
+
+ return out;
+}
+
+ShaderCode GenerateVertexShaderCode(API_TYPE api_type, const vertex_shader_uid_data* uid_data)
+{
+ ShaderCode out;
out.Write("%s", s_lighting_struct);
// uniforms
@@ -42,34 +93,30 @@ static T GenerateVertexShader(API_TYPE api_type)
out.Write("};\n");
out.Write("struct VS_OUTPUT {\n");
- GenerateVSOutputMembers<T>(out, api_type, "");
+ GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, uid_data->pixel_lighting, "");
out.Write("};\n");
- uid_data->numTexGens = xfmem.numTexGen.numTexGens;
- uid_data->components = components;
- uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
-
if (api_type == API_OPENGL)
{
out.Write("in float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB);
- if (components & VB_HAS_POSMTXIDX)
+ if (uid_data->components & VB_HAS_POSMTXIDX)
out.Write("in int posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
- if (components & VB_HAS_NRM0)
+ if (uid_data->components & VB_HAS_NRM0)
out.Write("in float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB);
- if (components & VB_HAS_NRM1)
+ if (uid_data->components & VB_HAS_NRM1)
out.Write("in float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB);
- if (components & VB_HAS_NRM2)
+ if (uid_data->components & VB_HAS_NRM2)
out.Write("in float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB);
- if (components & VB_HAS_COL0)
+ if (uid_data->components & VB_HAS_COL0)
out.Write("in float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB);
- if (components & VB_HAS_COL1)
+ if (uid_data->components & VB_HAS_COL1)
out.Write("in float4 color1; // ATTR%d,\n", SHADER_COLOR1_ATTRIB);
for (int i = 0; i < 8; ++i)
{
- u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0 << i));
- if ((components & (VB_HAS_UV0 << i)) || hastexmtx)
+ u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
+ if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx)
out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i,
SHADER_TEXTURE0_ATTRIB + i);
}
@@ -77,7 +124,9 @@ static T GenerateVertexShader(API_TYPE api_type)
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
out.Write("out VertexData {\n");
- GenerateVSOutputMembers<T>(out, api_type, GetInterpolationQualifier(true, false));
+ GenerateVSOutputMembers(
+ out, api_type, uid_data->numTexGens, uid_data->pixel_lighting,
+ GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true));
out.Write("} vs;\n");
}
else
@@ -85,19 +134,25 @@ static T GenerateVertexShader(API_TYPE api_type)
// Let's set up attributes
for (u32 i = 0; i < 8; ++i)
{
- if (i < xfmem.numTexGen.numTexGens)
+ if (i < uid_data->numTexGens)
{
- out.Write("%s out float3 uv%u;\n", GetInterpolationQualifier(), i);
+ out.Write("%s out float3 uv%u;\n",
+ GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa), i);
}
}
- out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier());
- if (g_ActiveConfig.bEnablePixelLighting)
+ out.Write("%s out float4 clipPos;\n",
+ GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
+ if (uid_data->pixel_lighting)
{
- out.Write("%s out float3 Normal;\n", GetInterpolationQualifier());
- out.Write("%s out float3 WorldPos;\n", GetInterpolationQualifier());
+ out.Write("%s out float3 Normal;\n",
+ GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
+ out.Write("%s out float3 WorldPos;\n",
+ GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
}
- out.Write("%s out float4 colors_0;\n", GetInterpolationQualifier());
- out.Write("%s out float4 colors_1;\n", GetInterpolationQualifier());
+ out.Write("%s out float4 colors_0;\n",
+ GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
+ out.Write("%s out float4 colors_1;\n",
+ GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
}
out.Write("void main()\n{\n");
@@ -107,23 +162,23 @@ static T GenerateVertexShader(API_TYPE api_type)
out.Write("VS_OUTPUT main(\n");
// inputs
- if (components & VB_HAS_NRM0)
+ if (uid_data->components & VB_HAS_NRM0)
out.Write(" float3 rawnorm0 : NORMAL0,\n");
- if (components & VB_HAS_NRM1)
+ if (uid_data->components & VB_HAS_NRM1)
out.Write(" float3 rawnorm1 : NORMAL1,\n");
- if (components & VB_HAS_NRM2)
+ if (uid_data->components & VB_HAS_NRM2)
out.Write(" float3 rawnorm2 : NORMAL2,\n");
- if (components & VB_HAS_COL0)
+ if (uid_data->components & VB_HAS_COL0)
out.Write(" float4 color0 : COLOR0,\n");
- if (components & VB_HAS_COL1)
+ if (uid_data->components & VB_HAS_COL1)
out.Write(" float4 color1 : COLOR1,\n");
for (int i = 0; i < 8; ++i)
{
- u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0 << i));
- if ((components & (VB_HAS_UV0 << i)) || hastexmtx)
+ u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
+ if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx)
out.Write(" float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
}
- if (components & VB_HAS_POSMTXIDX)
+ if (uid_data->components & VB_HAS_POSMTXIDX)
out.Write(" int posmtx : BLENDINDICES,\n");
out.Write(" float4 rawpos : POSITION) {\n");
}
@@ -131,26 +186,26 @@ static T GenerateVertexShader(API_TYPE api_type)
out.Write("VS_OUTPUT o;\n");
// transforms
- if (components & VB_HAS_POSMTXIDX)
+ if (uid_data->components & VB_HAS_POSMTXIDX)
{
out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES
"[posmtx], rawpos), dot(" I_TRANSFORMMATRICES
"[posmtx+1], rawpos), dot(" I_TRANSFORMMATRICES "[posmtx+2], rawpos), 1);\n");
- if (components & VB_HAS_NRMALL)
+ if (uid_data->components & VB_HAS_NRMALL)
{
out.Write("int normidx = posmtx & 31;\n");
out.Write("float3 N0 = " I_NORMALMATRICES "[normidx].xyz, N1 = " I_NORMALMATRICES
"[normidx+1].xyz, N2 = " I_NORMALMATRICES "[normidx+2].xyz;\n");
}
- if (components & VB_HAS_NRM0)
+ if (uid_data->components & VB_HAS_NRM0)
out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, "
"rawnorm0)));\n");
- if (components & VB_HAS_NRM1)
+ if (uid_data->components & VB_HAS_NRM1)
out.Write(
"float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
- if (components & VB_HAS_NRM2)
+ if (uid_data->components & VB_HAS_NRM2)
out.Write(
"float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
}
@@ -158,21 +213,21 @@ static T GenerateVertexShader(API_TYPE api_type)
{
out.Write("float4 pos = float4(dot(" I_POSNORMALMATRIX "[0], rawpos), dot(" I_POSNORMALMATRIX
"[1], rawpos), dot(" I_POSNORMALMATRIX "[2], rawpos), 1.0);\n");
- if (components & VB_HAS_NRM0)
+ if (uid_data->components & VB_HAS_NRM0)
out.Write("float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX
"[3].xyz, rawnorm0), dot(" I_POSNORMALMATRIX
"[4].xyz, rawnorm0), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm0)));\n");
- if (components & VB_HAS_NRM1)
+ if (uid_data->components & VB_HAS_NRM1)
out.Write("float3 _norm1 = float3(dot(" I_POSNORMALMATRIX
"[3].xyz, rawnorm1), dot(" I_POSNORMALMATRIX
"[4].xyz, rawnorm1), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm1));\n");
- if (components & VB_HAS_NRM2)
+ if (uid_data->components & VB_HAS_NRM2)
out.Write("float3 _norm2 = float3(dot(" I_POSNORMALMATRIX
"[3].xyz, rawnorm2), dot(" I_POSNORMALMATRIX
"[4].xyz, rawnorm2), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm2));\n");
}
- if (!(components & VB_HAS_NRM0))
+ if (!(uid_data->components & VB_HAS_NRM0))
out.Write("float3 _norm0 = float3(0.0, 0.0, 0.0);\n");
out.Write("o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION
@@ -182,20 +237,19 @@ static T GenerateVertexShader(API_TYPE api_type)
"float3 ldir, h, cosAttn, distAttn;\n"
"float dist, dist2, attn;\n");
- uid_data->numColorChans = xfmem.numChan.numColorChans;
- if (xfmem.numChan.numColorChans == 0)
+ if (uid_data->numColorChans == 0)
{
- if (components & VB_HAS_COL0)
+ if (uid_data->components & VB_HAS_COL0)
out.Write("o.colors_0 = color0;\n");
else
out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
}
- GenerateLightingShader<T>(out, uid_data->lighting, components, "color", "o.colors_");
+ GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, "color", "o.colors_");
- if (xfmem.numChan.numColorChans < 2)
+ if (uid_data->numColorChans < 2)
{
- if (components & VB_HAS_COL1)
+ if (uid_data->components & VB_HAS_COL1)
out.Write("o.colors_1 = color1;\n");
else
out.Write("o.colors_1 = o.colors_0;\n");
@@ -203,20 +257,19 @@ static T GenerateVertexShader(API_TYPE api_type)
// transform texcoords
out.Write("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n");
- for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
+ for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
{
- TexMtxInfo& texinfo = xfmem.texMtxInfo[i];
+ auto& texinfo = uid_data->texMtxInfo[i];
out.Write("{\n");
out.Write("coord = float4(0.0, 0.0, 1.0, 1.0);\n");
- uid_data->texMtxInfo[i].sourcerow = xfmem.texMtxInfo[i].sourcerow;
switch (texinfo.sourcerow)
{
case XF_SRCGEOM_INROW:
out.Write("coord.xyz = rawpos.xyz;\n");
break;
case XF_SRCNORMAL_INROW:
- if (components & VB_HAS_NRM0)
+ if (uid_data->components & VB_HAS_NRM0)
{
out.Write("coord.xyz = rawnorm0.xyz;\n");
}
@@ -226,40 +279,37 @@ static T GenerateVertexShader(API_TYPE api_type)
texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1);
break;
case XF_SRCBINORMAL_T_INROW:
- if (components & VB_HAS_NRM1)
+ if (uid_data->components & VB_HAS_NRM1)
{
out.Write("coord.xyz = rawnorm1.xyz;\n");
}
break;
case XF_SRCBINORMAL_B_INROW:
- if (components & VB_HAS_NRM2)
+ if (uid_data->components & VB_HAS_NRM2)
{
out.Write("coord.xyz = rawnorm2.xyz;\n");
}
break;
default:
_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
- if (components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW)))
+ if (uid_data->components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW)))
out.Write("coord = float4(tex%d.x, tex%d.y, 1.0, 1.0);\n",
texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
break;
}
// Input form of AB11 sets z element to 1.0
- uid_data->texMtxInfo[i].inputform = xfmem.texMtxInfo[i].inputform;
+
if (texinfo.inputform == XF_TEXINPUT_AB11)
out.Write("coord.z = 1.0;\n");
// first transformation
- uid_data->texMtxInfo[i].texgentype = xfmem.texMtxInfo[i].texgentype;
switch (texinfo.texgentype)
{
case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
- if (components & (VB_HAS_NRM1 | VB_HAS_NRM2))
+ if (uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2))
{
// transform the light dir into tangent space
- uid_data->texMtxInfo[i].embosslightshift = xfmem.texMtxInfo[i].embosslightshift;
- uid_data->texMtxInfo[i].embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
out.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n",
LIGHT_POS_PARAMS(texinfo.embosslightshift));
out.Write(
@@ -271,7 +321,6 @@ static T GenerateVertexShader(API_TYPE api_type)
// The following assert was triggered in House of the Dead Overkill and Star Wars Rogue
// Squadron 2
//_assert_(0); // should have normals
- uid_data->texMtxInfo[i].embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift);
}
@@ -284,11 +333,10 @@ static T GenerateVertexShader(API_TYPE api_type)
break;
case XF_TEXGEN_REGULAR:
default:
- uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i;
- if (components & (VB_HAS_TEXMTXIDX0 << i))
+ if (uid_data->components & (VB_HAS_TEXMTXIDX0 << i))
{
out.Write("int tmp = int(tex%d.z);\n", i);
- if (texinfo.projection == XF_TEXPROJ_STQ)
+ if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ)
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES
"[tmp]), dot(coord, " I_TRANSFORMMATRICES
"[tmp+1]), dot(coord, " I_TRANSFORMMATRICES "[tmp+2]));\n",
@@ -300,7 +348,7 @@ static T GenerateVertexShader(API_TYPE api_type)
}
else
{
- if (texinfo.projection == XF_TEXPROJ_STQ)
+ if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ)
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES
"[%d]), dot(coord, " I_TEXMATRICES "[%d]), dot(coord, " I_TEXMATRICES
"[%d]));\n",
@@ -313,20 +361,16 @@ static T GenerateVertexShader(API_TYPE api_type)
break;
}
- uid_data->dualTexTrans_enabled = xfmem.dualTexTrans.enabled;
// CHECKME: does this only work for regular tex gen types?
- if (xfmem.dualTexTrans.enabled && texinfo.texgentype == XF_TEXGEN_REGULAR)
+ if (uid_data->dualTexTrans_enabled && texinfo.texgentype == XF_TEXGEN_REGULAR)
{
- const PostMtxInfo& postInfo = xfmem.postMtxInfo[i];
+ auto& postInfo = uid_data->postMtxInfo[i];
- uid_data->postMtxInfo[i].index = xfmem.postMtxInfo[i].index;
- int postidx = postInfo.index;
out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES "[%d];\n"
"float4 P1 = " I_POSTTRANSFORMMATRICES "[%d];\n"
"float4 P2 = " I_POSTTRANSFORMMATRICES "[%d];\n",
- postidx & 0x3f, (postidx + 1) & 0x3f, (postidx + 2) & 0x3f);
+ postInfo.index & 0x3f, (postInfo.index + 1) & 0x3f, (postInfo.index + 2) & 0x3f);
- uid_data->postMtxInfo[i].normalize = xfmem.postMtxInfo[i].normalize;
if (postInfo.normalize)
out.Write("o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
@@ -342,15 +386,15 @@ static T GenerateVertexShader(API_TYPE api_type)
// clipPos/w needs to be done in pixel shader, not here
out.Write("o.clipPos = o.pos;\n");
- if (g_ActiveConfig.bEnablePixelLighting)
+ if (uid_data->pixel_lighting)
{
out.Write("o.Normal = _norm0;\n");
out.Write("o.WorldPos = pos.xyz;\n");
- if (components & VB_HAS_COL0)
+ if (uid_data->components & VB_HAS_COL0)
out.Write("o.colors_0 = color0;\n");
- if (components & VB_HAS_COL1)
+ if (uid_data->components & VB_HAS_COL1)
out.Write("o.colors_1 = color1;\n");
}
@@ -390,16 +434,16 @@ static T GenerateVertexShader(API_TYPE api_type)
{
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
- AssignVSOutputMembers(out, "vs", "o");
+ AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, uid_data->pixel_lighting);
}
else
{
// TODO: Pass interface blocks between shader stages even if geometry shaders
// are not supported, however that will require at least OpenGL 3.2 support.
- for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
+ for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
out.Write("uv%d.xyz = o.tex%d;\n", i, i);
out.Write("clipPos = o.clipPos;\n");
- if (g_ActiveConfig.bEnablePixelLighting)
+ if (uid_data->pixel_lighting)
{
out.Write("Normal = o.Normal;\n");
out.Write("WorldPos = o.WorldPos;\n");
@@ -418,13 +462,3 @@ static T GenerateVertexShader(API_TYPE api_type)
return out;
}
-
-VertexShaderUid GetVertexShaderUid(API_TYPE api_type)
-{
- return GenerateVertexShader<VertexShaderUid>(api_type);
-}
-
-ShaderCode GenerateVertexShaderCode(API_TYPE api_type)
-{
- return GenerateVertexShader<ShaderCode>(api_type);
-}