summaryrefslogtreecommitdiff
path: root/Source/Core/VideoCommon
diff options
context:
space:
mode:
authorSoren Jorvang <soren.jorvang@gmail.com>2011-02-06 01:56:45 +0000
committerSoren Jorvang <soren.jorvang@gmail.com>2011-02-06 01:56:45 +0000
commit0f7ff9c23efffdcbdbc1cd3e4584a68588dd8130 (patch)
tree9469e98493520a82a00c8061d53a192fcd6d4507 /Source/Core/VideoCommon
parent35edf1b2368afcfc55f597c1e207fcd84c035a05 (diff)
Deal with some clang-inspired buglets.
Respect the initial fullscreen setting in nowx. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7089 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/VideoCommon')
-rw-r--r--Source/Core/VideoCommon/Src/LightingShaderGen.cpp400
-rw-r--r--Source/Core/VideoCommon/Src/LightingShaderGen.h46
2 files changed, 223 insertions, 223 deletions
diff --git a/Source/Core/VideoCommon/Src/LightingShaderGen.cpp b/Source/Core/VideoCommon/Src/LightingShaderGen.cpp
index e30ab97f6a..6824fbd2fc 100644
--- a/Source/Core/VideoCommon/Src/LightingShaderGen.cpp
+++ b/Source/Core/VideoCommon/Src/LightingShaderGen.cpp
@@ -1,200 +1,200 @@
-// Copyright (C) 2003 Dolphin Project.
-
-// This program is free software: you can redistribute it and/or modify
-// it under the terms of the GNU General Public License as published by
-// the Free Software Foundation, version 2.0.
-
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// GNU General Public License 2.0 for more details.
-
-// A copy of the GPL 2.0 should have been included with the program.
-// If not, see http://www.gnu.org/licenses/
-
-// Official SVN repository and contact information can be found at
-// http://code.google.com/p/dolphin-emu/
-
-#include "LightingShaderGen.h"
-#include "NativeVertexFormat.h"
-#include "XFMemory.h"
-
-#define WRITE p+=sprintf
-
-// coloralpha - 1 if color, 2 if alpha
-char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char* lightsName, int coloralpha)
-{
- const char* swizzle = "xyzw";
- if (coloralpha == 1 ) swizzle = "xyz";
- else if (coloralpha == 2 ) swizzle = "w";
-
- if (!(chan.attnfunc & 1)) {
- // atten disabled
- switch (chan.diffusefunc) {
- case LIGHTDIF_NONE:
- WRITE(p, "lacc.%s += %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
- break;
- case LIGHTDIF_SIGN:
- case LIGHTDIF_CLAMP:
- WRITE(p, "ldir = normalize(%s.lights[%d].pos.xyz - pos.xyz);\n", lightsName, index);
- WRITE(p, "lacc.%s += %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n",
- swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", lightsName, index, swizzle);
- break;
- default: _assert_(0);
- }
- }
- else { // spec and spot
-
- if (chan.attnfunc == 3)
- { // spot
- WRITE(p, "ldir = %s.lights[%d].pos.xyz - pos.xyz;\n", lightsName, index);
- WRITE(p, "dist2 = dot(ldir, ldir);\n"
- "dist = sqrt(dist2);\n"
- "ldir = ldir / dist;\n"
- "attn = max(0.0f, dot(ldir, %s.lights[%d].dir.xyz));\n", lightsName, index);
- WRITE(p, "attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", lightsName, index, lightsName, index);
- }
- else if (chan.attnfunc == 1)
- { // specular
- WRITE(p, "ldir = normalize(%s.lights[%d].pos.xyz);\n", lightsName, index);
- WRITE(p, "attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s.lights[%d].dir.xyz)) : 0.0f;\n", lightsName, index);
- WRITE(p, "attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1,attn,attn*attn));\n", lightsName, index, lightsName, index);
- }
-
- switch (chan.diffusefunc)
- {
- case LIGHTDIF_NONE:
- WRITE(p, "lacc.%s += attn * %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
- break;
- case LIGHTDIF_SIGN:
- case LIGHTDIF_CLAMP:
- WRITE(p, "lacc.%s += attn * %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n",
- swizzle,
- chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
- lightsName,
- index,
- swizzle);
- break;
- default: _assert_(0);
- }
- }
- WRITE(p, "\n");
- return p;
-}
-
-// vertex shader
-// lights/colors
-// materials name is I_MATERIALS in vs and I_PMATERIALS in ps
-// inColorName is color in vs and colors_ in ps
-// dest is o.colors_ in vs and colors_ in ps
-char *GenerateLightingShader(char *p, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest)
-{
- for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++)
- {
- const LitChannel& color = xfregs.color[j];
- const LitChannel& alpha = xfregs.alpha[j];
-
- WRITE(p, "{\n");
-
- if (color.matsource) {// from vertex
- if (components & (VB_HAS_COL0 << j))
- WRITE(p, "mat = %s%d;\n", inColorName, j);
- else if (components & VB_HAS_COL0)
- WRITE(p, "mat = %s0;\n", inColorName);
- else
- WRITE(p, "mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
- }
- else // from color
- WRITE(p, "mat = %s.C%d;\n", materialsName, j+2);
-
- if (color.enablelighting) {
- if (color.ambsource) { // from vertex
- if (components & (VB_HAS_COL0<<j) )
- WRITE(p, "lacc = %s%d;\n", inColorName, j);
- else if (components & VB_HAS_COL0 )
- WRITE(p, "lacc = %s0;\n", inColorName);
- else
- WRITE(p, "lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
- }
- else // from color
- WRITE(p, "lacc = %s.C%d;\n", materialsName, j);
- }
- else
- {
- WRITE(p, "lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
- }
-
- // check if alpha is different
- if (alpha.matsource != color.matsource) {
- if (alpha.matsource) {// from vertex
- if (components & (VB_HAS_COL0<<j))
- WRITE(p, "mat.w = %s%d.w;\n", inColorName, j);
- else if (components & VB_HAS_COL0)
- WRITE(p, "mat.w = %s0.w;\n", inColorName);
- else WRITE(p, "mat.w = 1.0f;\n");
- }
- else // from color
- WRITE(p, "mat.w = %s.C%d.w;\n", materialsName, j+2);
- }
-
- if (alpha.enablelighting)
- {
- if (alpha.ambsource) {// from vertex
- if (components & (VB_HAS_COL0<<j) )
- WRITE(p, "lacc.w = %s%d.w;\n", inColorName, j);
- else if (components & VB_HAS_COL0 )
- WRITE(p, "lacc.w = %s0.w;\n", inColorName);
- else
- WRITE(p, "lacc.w = 0.0f;\n");
- }
- else // from color
- WRITE(p, "lacc.w = %s.C%d.w;\n", materialsName, j);
- }
- else
- {
- WRITE(p, "lacc.w = 1.0f;\n");
- }
-
- if(color.enablelighting && alpha.enablelighting)
- {
- // both have lighting, test if they use the same lights
- int mask = 0;
- if(color.lightparams == alpha.lightparams)
- {
- mask = color.GetFullLightMask() & alpha.GetFullLightMask();
- if(mask)
- {
- for (int i = 0; i < 8; ++i)
- {
- if (mask & (1<<i))
- p = GenerateLightShader(p, i, color, lightsName, 3);
- }
- }
- }
-
- // no shared lights
- for (int i = 0; i < 8; ++i)
- {
- if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
- p = GenerateLightShader(p, i, color, lightsName, 1);
- if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
- p = GenerateLightShader(p, i, alpha, lightsName, 2);
- }
- }
- else if (color.enablelighting || alpha.enablelighting)
- {
- // lights are disabled on one channel so process only the active ones
- const LitChannel& workingchannel = color.enablelighting ? color : alpha;
- int coloralpha = color.enablelighting ? 1 : 2;
- for (int i = 0; i < 8; ++i)
- {
- if (workingchannel.GetFullLightMask() & (1<<i))
- p = GenerateLightShader(p, i, workingchannel, lightsName, coloralpha);
- }
- }
- WRITE(p, "%s%d = mat * saturate(lacc);\n", dest, j);
- WRITE(p, "}\n");
- }
-
- return p;
-}
+// Copyright (C) 2003 Dolphin Project.
+
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, version 2.0.
+
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License 2.0 for more details.
+
+// A copy of the GPL 2.0 should have been included with the program.
+// If not, see http://www.gnu.org/licenses/
+
+// Official SVN repository and contact information can be found at
+// http://code.google.com/p/dolphin-emu/
+
+#include "LightingShaderGen.h"
+#include "NativeVertexFormat.h"
+#include "XFMemory.h"
+
+#define WRITE p+=sprintf
+
+// coloralpha - 1 if color, 2 if alpha
+char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char* lightsName, int coloralpha)
+{
+ const char* swizzle = "xyzw";
+ if (coloralpha == 1 ) swizzle = "xyz";
+ else if (coloralpha == 2 ) swizzle = "w";
+
+ if (!(chan.attnfunc & 1)) {
+ // atten disabled
+ switch (chan.diffusefunc) {
+ case LIGHTDIF_NONE:
+ WRITE(p, "lacc.%s += %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
+ break;
+ case LIGHTDIF_SIGN:
+ case LIGHTDIF_CLAMP:
+ WRITE(p, "ldir = normalize(%s.lights[%d].pos.xyz - pos.xyz);\n", lightsName, index);
+ WRITE(p, "lacc.%s += %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n",
+ swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", lightsName, index, swizzle);
+ break;
+ default: _assert_(0);
+ }
+ }
+ else { // spec and spot
+
+ if (chan.attnfunc == 3)
+ { // spot
+ WRITE(p, "ldir = %s.lights[%d].pos.xyz - pos.xyz;\n", lightsName, index);
+ WRITE(p, "dist2 = dot(ldir, ldir);\n"
+ "dist = sqrt(dist2);\n"
+ "ldir = ldir / dist;\n"
+ "attn = max(0.0f, dot(ldir, %s.lights[%d].dir.xyz));\n", lightsName, index);
+ WRITE(p, "attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", lightsName, index, lightsName, index);
+ }
+ else if (chan.attnfunc == 1)
+ { // specular
+ WRITE(p, "ldir = normalize(%s.lights[%d].pos.xyz);\n", lightsName, index);
+ WRITE(p, "attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s.lights[%d].dir.xyz)) : 0.0f;\n", lightsName, index);
+ WRITE(p, "attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1,attn,attn*attn));\n", lightsName, index, lightsName, index);
+ }
+
+ switch (chan.diffusefunc)
+ {
+ case LIGHTDIF_NONE:
+ WRITE(p, "lacc.%s += attn * %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
+ break;
+ case LIGHTDIF_SIGN:
+ case LIGHTDIF_CLAMP:
+ WRITE(p, "lacc.%s += attn * %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n",
+ swizzle,
+ chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
+ lightsName,
+ index,
+ swizzle);
+ break;
+ default: _assert_(0);
+ }
+ }
+ WRITE(p, "\n");
+ return p;
+}
+
+// vertex shader
+// lights/colors
+// materials name is I_MATERIALS in vs and I_PMATERIALS in ps
+// inColorName is color in vs and colors_ in ps
+// dest is o.colors_ in vs and colors_ in ps
+char *GenerateLightingShader(char *p, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest)
+{
+ for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++)
+ {
+ const LitChannel& color = xfregs.color[j];
+ const LitChannel& alpha = xfregs.alpha[j];
+
+ WRITE(p, "{\n");
+
+ if (color.matsource) {// from vertex
+ if (components & (VB_HAS_COL0 << j))
+ WRITE(p, "mat = %s%d;\n", inColorName, j);
+ else if (components & VB_HAS_COL0)
+ WRITE(p, "mat = %s0;\n", inColorName);
+ else
+ WRITE(p, "mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
+ }
+ else // from color
+ WRITE(p, "mat = %s.C%d;\n", materialsName, j+2);
+
+ if (color.enablelighting) {
+ if (color.ambsource) { // from vertex
+ if (components & (VB_HAS_COL0<<j) )
+ WRITE(p, "lacc = %s%d;\n", inColorName, j);
+ else if (components & VB_HAS_COL0 )
+ WRITE(p, "lacc = %s0;\n", inColorName);
+ else
+ WRITE(p, "lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
+ }
+ else // from color
+ WRITE(p, "lacc = %s.C%d;\n", materialsName, j);
+ }
+ else
+ {
+ WRITE(p, "lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
+ }
+
+ // check if alpha is different
+ if (alpha.matsource != color.matsource) {
+ if (alpha.matsource) {// from vertex
+ if (components & (VB_HAS_COL0<<j))
+ WRITE(p, "mat.w = %s%d.w;\n", inColorName, j);
+ else if (components & VB_HAS_COL0)
+ WRITE(p, "mat.w = %s0.w;\n", inColorName);
+ else WRITE(p, "mat.w = 1.0f;\n");
+ }
+ else // from color
+ WRITE(p, "mat.w = %s.C%d.w;\n", materialsName, j+2);
+ }
+
+ if (alpha.enablelighting)
+ {
+ if (alpha.ambsource) {// from vertex
+ if (components & (VB_HAS_COL0<<j) )
+ WRITE(p, "lacc.w = %s%d.w;\n", inColorName, j);
+ else if (components & VB_HAS_COL0 )
+ WRITE(p, "lacc.w = %s0.w;\n", inColorName);
+ else
+ WRITE(p, "lacc.w = 0.0f;\n");
+ }
+ else // from color
+ WRITE(p, "lacc.w = %s.C%d.w;\n", materialsName, j);
+ }
+ else
+ {
+ WRITE(p, "lacc.w = 1.0f;\n");
+ }
+
+ if(color.enablelighting && alpha.enablelighting)
+ {
+ // both have lighting, test if they use the same lights
+ int mask = 0;
+ if(color.lightparams == alpha.lightparams)
+ {
+ mask = color.GetFullLightMask() & alpha.GetFullLightMask();
+ if(mask)
+ {
+ for (int i = 0; i < 8; ++i)
+ {
+ if (mask & (1<<i))
+ p = GenerateLightShader(p, i, color, lightsName, 3);
+ }
+ }
+ }
+
+ // no shared lights
+ for (int i = 0; i < 8; ++i)
+ {
+ if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
+ p = GenerateLightShader(p, i, color, lightsName, 1);
+ if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
+ p = GenerateLightShader(p, i, alpha, lightsName, 2);
+ }
+ }
+ else if (color.enablelighting || alpha.enablelighting)
+ {
+ // lights are disabled on one channel so process only the active ones
+ const LitChannel& workingchannel = color.enablelighting ? color : alpha;
+ int coloralpha = color.enablelighting ? 1 : 2;
+ for (int i = 0; i < 8; ++i)
+ {
+ if (workingchannel.GetFullLightMask() & (1<<i))
+ p = GenerateLightShader(p, i, workingchannel, lightsName, coloralpha);
+ }
+ }
+ WRITE(p, "%s%d = mat * saturate(lacc);\n", dest, j);
+ WRITE(p, "}\n");
+ }
+
+ return p;
+}
diff --git a/Source/Core/VideoCommon/Src/LightingShaderGen.h b/Source/Core/VideoCommon/Src/LightingShaderGen.h
index cc82ab751e..21da8ca01a 100644
--- a/Source/Core/VideoCommon/Src/LightingShaderGen.h
+++ b/Source/Core/VideoCommon/Src/LightingShaderGen.h
@@ -1,23 +1,23 @@
-// Copyright (C) 2003 Dolphin Project.
-
-// This program is free software: you can redistribute it and/or modify
-// it under the terms of the GNU General Public License as published by
-// the Free Software Foundation, version 2.0.
-
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// GNU General Public License 2.0 for more details.
-
-// A copy of the GPL 2.0 should have been included with the program.
-// If not, see http://www.gnu.org/licenses/
-
-// Official SVN repository and contact information can be found at
-// http://code.google.com/p/dolphin-emu/
-
-#ifndef _LIGHTINGSHADERGEN_H_
-#define _LIGHTINGSHADERGEN_H_
-
-char *GenerateLightingShader(char *p, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest);
-
-#endif // _LIGHTINGSHADERGEN_H_
+// Copyright (C) 2003 Dolphin Project.
+
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, version 2.0.
+
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License 2.0 for more details.
+
+// A copy of the GPL 2.0 should have been included with the program.
+// If not, see http://www.gnu.org/licenses/
+
+// Official SVN repository and contact information can be found at
+// http://code.google.com/p/dolphin-emu/
+
+#ifndef _LIGHTINGSHADERGEN_H_
+#define _LIGHTINGSHADERGEN_H_
+
+char *GenerateLightingShader(char *p, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest);
+
+#endif // _LIGHTINGSHADERGEN_H_