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authorNeoBrainX <NeoBrainX@gmail.com>2013-04-29 19:37:32 +0200
committerNeoBrainX <NeoBrainX@gmail.com>2013-04-29 19:37:32 +0200
commitadab4e37f7dcfe9a60819a2ed1f8576b8a57a505 (patch)
tree4d0e68adf365fdade4da36b6c1e0c6df449aa012 /Source/Core/VideoCommon
parent5e6b712651dc042b06ce59bcfb4becda5ee15022 (diff)
Fix some mistakes from the master merge; some cleanups.
Diffstat (limited to 'Source/Core/VideoCommon')
-rw-r--r--Source/Core/VideoCommon/Src/PixelShaderGen.cpp10
-rw-r--r--Source/Core/VideoCommon/Src/PixelShaderGen.h10
-rw-r--r--Source/Core/VideoCommon/Src/VertexShaderGen.cpp7
3 files changed, 8 insertions, 19 deletions
diff --git a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
index 4187c44d0f..1bf4ca25d8 100644
--- a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
@@ -254,7 +254,7 @@ const char *WriteLocation(API_TYPE ApiType)
}
template<class T>
-void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
+static void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
{
// Non-uid template parameters will write to the dummy data (=> gets optimized out)
pixel_shader_uid_data dummy_data;
@@ -333,9 +333,9 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
if (ApiType == API_OPENGL)
{
- out.Write("COLOROUT(ocol0);\n");
+ out.Write("COLOROUT(ocol0)\n");
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
- out.Write("COLOROUT(ocol1);\n");
+ out.Write("COLOROUT(ocol1)\n");
if (per_pixel_depth)
out.Write("#define depth gl_FragDepth\n");
@@ -572,7 +572,7 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
if (Pretest == AlphaTest::UNDETERMINED)
WriteAlphaTest<T>(out, uid_data, ApiType, dstAlphaMode, per_pixel_depth);
-
+
// the screen space depth value = far z + (clip z / clip w) * z range
if(ApiType == API_OPENGL || ApiType == API_D3D11)
out.Write("float zCoord = rawpos.z;\n");
@@ -584,7 +584,7 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
}
// Note: depth textures are disabled if early depth test is enabled
- uid_data.ztex.op = bpmem.ztex2.op;
+ uid_data.ztex_op = bpmem.ztex2.op;
uid_data.per_pixel_depth = per_pixel_depth;
uid_data.fog.fsel = bpmem.fog.c_proj_fsel.fsel;
diff --git a/Source/Core/VideoCommon/Src/PixelShaderGen.h b/Source/Core/VideoCommon/Src/PixelShaderGen.h
index 024bc170b5..783f50a301 100644
--- a/Source/Core/VideoCommon/Src/PixelShaderGen.h
+++ b/Source/Core/VideoCommon/Src/PixelShaderGen.h
@@ -86,7 +86,7 @@ struct pixel_shader_uid_data
u32 bc3 : 3;
u32 bi4 : 3;
u32 bc4 : 3;
- void SetValues(int index, u32 texcoord, u32 texmap)
+ inline void SetValues(int index, u32 texcoord, u32 texmap)
{
if (index == 0) { bc0 = texcoord; bi0 = texmap; }
else if (index == 1) { bc1 = texcoord; bi1 = texmap; }
@@ -180,7 +180,6 @@ struct pixel_shader_uid_data
u32 comp0 : 3;
u32 comp1 : 3;
u32 logic : 2;
- // TODO: ref???
u32 use_zcomploc_hack : 1;
} alpha_test;
@@ -194,12 +193,7 @@ struct pixel_shader_uid_data
u32 hex : 4;
} fog;
- union {
- struct {
- u32 op : 2;
- };
- u32 hex : 2;
- } ztex;
+ u32 ztex_op : 2;
u32 per_pixel_depth : 1;
u32 bHasIndStage : 16;
diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
index eac041d5c9..81b8c79553 100644
--- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
+++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
@@ -80,11 +80,6 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
_assert_(bpmem.genMode.numcolchans == xfregs.numChan.numColorChans);
bool is_d3d = (api_type & API_D3D9 || api_type == API_D3D11);
- u32 lightMask = 0;
- if (xfregs.numChan.numColorChans > 0)
- lightMask |= xfregs.color[0].GetFullLightMask() | xfregs.alpha[0].GetFullLightMask();
- if (xfregs.numChan.numColorChans > 1)
- lightMask |= xfregs.color[1].GetFullLightMask() | xfregs.alpha[1].GetFullLightMask();
// uniforms
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
@@ -112,7 +107,7 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
{
out.Write("ATTRIN float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB);
if (components & VB_HAS_POSMTXIDX)
- out.Write("ATTRIN float posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
+ out.Write("ATTRIN float fposmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
if (components & VB_HAS_NRM0)
out.Write("ATTRIN float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB);
if (components & VB_HAS_NRM1)