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authorScott Mansell <phiren@gmail.com>2016-06-26 23:01:02 +1200
committerScott Mansell <phiren@gmail.com>2016-06-26 23:10:31 +1200
commitd958388617fe16cc44b385658a4e44dfc9ae39e7 (patch)
treed9bd67fa74aea5e95c3269d39d803e94165f6650 /Source
parentb16333a25cc0d8396f71fa1e410484026adea964 (diff)
VideoCommon: Fix some warnings.
Diffstat (limited to 'Source')
-rw-r--r--Source/Core/VideoCommon/CMakeLists.txt1
-rw-r--r--Source/Core/VideoCommon/GeometryShaderGen.cpp2
-rw-r--r--Source/Core/VideoCommon/LightingShaderGen.cpp203
-rw-r--r--Source/Core/VideoCommon/LightingShaderGen.h200
-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.cpp4
-rw-r--r--Source/Core/VideoCommon/VideoCommon.vcxproj3
-rw-r--r--Source/Core/VideoCommon/VideoCommon.vcxproj.filters5
7 files changed, 216 insertions, 202 deletions
diff --git a/Source/Core/VideoCommon/CMakeLists.txt b/Source/Core/VideoCommon/CMakeLists.txt
index 23074412bc..38829432f9 100644
--- a/Source/Core/VideoCommon/CMakeLists.txt
+++ b/Source/Core/VideoCommon/CMakeLists.txt
@@ -15,6 +15,7 @@ set(SRCS AsyncRequests.cpp
HiresTextures.cpp
ImageWrite.cpp
IndexGenerator.cpp
+ LightingShaderGen.cpp
MainBase.cpp
OnScreenDisplay.cpp
OpcodeDecoding.cpp
diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp
index f3562254b9..7a0c87799d 100644
--- a/Source/Core/VideoCommon/GeometryShaderGen.cpp
+++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp
@@ -182,7 +182,7 @@ ShaderCode GenerateGeometryShaderCode(API_TYPE ApiType, const geometry_shader_ui
}
else
{
- out.Write("\tVS_OUTPUT center = o[0];\n", uid_data->numTexGens, uid_data->pixel_lighting);
+ out.Write("\tVS_OUTPUT center = o[0];\n");
}
// Offset from center to upper right vertex
diff --git a/Source/Core/VideoCommon/LightingShaderGen.cpp b/Source/Core/VideoCommon/LightingShaderGen.cpp
new file mode 100644
index 0000000000..051d4ddae7
--- /dev/null
+++ b/Source/Core/VideoCommon/LightingShaderGen.cpp
@@ -0,0 +1,203 @@
+// Copyright 2016 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include <VideoCommon/LightingShaderGen.h>
+
+static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_data, int index,
+ int litchan_index, bool alpha)
+{
+ const char* swizzle = alpha ? "a" : "rgb";
+ const char* swizzle_components = (alpha) ? "" : "3";
+
+ int attnfunc = (uid_data.attnfunc >> (2 * litchan_index)) & 0x3;
+ int diffusefunc = (uid_data.diffusefunc >> (2 * litchan_index)) & 0x3;
+
+ switch (attnfunc)
+ {
+ case LIGHTATTN_NONE:
+ case LIGHTATTN_DIR:
+ object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
+ object.Write("attn = 1.0;\n");
+ object.Write("if (length(ldir) == 0.0)\n\t ldir = _norm0;\n");
+ break;
+ case LIGHTATTN_SPEC:
+ object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
+ object.Write("attn = (dot(_norm0, ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR
+ ".xyz)) : 0.0;\n",
+ LIGHT_DIR_PARAMS(index));
+ object.Write("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index));
+ object.Write("distAttn = %s(" LIGHT_DISTATT ".xyz);\n",
+ (diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index));
+ object.Write("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, "
+ "float3(1.0, attn, attn*attn));\n");
+ break;
+ case LIGHTATTN_SPOT:
+ object.Write("ldir = " LIGHT_POS ".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(index));
+ object.Write("dist2 = dot(ldir, ldir);\n"
+ "dist = sqrt(dist2);\n"
+ "ldir = ldir / dist;\n"
+ "attn = max(0.0, dot(ldir, " LIGHT_DIR ".xyz));\n",
+ LIGHT_DIR_PARAMS(index));
+ // attn*attn may overflow
+ object.Write("attn = max(0.0, " LIGHT_COSATT ".x + " LIGHT_COSATT ".y*attn + " LIGHT_COSATT
+ ".z*attn*attn) / dot(" LIGHT_DISTATT ".xyz, float3(1.0,dist,dist2));\n",
+ LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index),
+ LIGHT_DISTATT_PARAMS(index));
+ break;
+ }
+
+ switch (diffusefunc)
+ {
+ case LIGHTDIF_NONE:
+ object.Write("lacc.%s += int%s(round(attn * float%s(" LIGHT_COL ")));\n", swizzle,
+ swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
+ break;
+ case LIGHTDIF_SIGN:
+ case LIGHTDIF_CLAMP:
+ object.Write("lacc.%s += int%s(round(attn * %sdot(ldir, _norm0)) * float%s(" LIGHT_COL ")));\n",
+ swizzle, swizzle_components, diffusefunc != LIGHTDIF_SIGN ? "max(0.0," : "(",
+ swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
+ break;
+ default:
+ _assert_(0);
+ }
+
+ object.Write("\n");
+}
+
+// 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
+void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data,
+ int components, const char* inColorName, const char* dest)
+{
+ for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
+ {
+ object.Write("{\n");
+
+ bool colormatsource = !!(uid_data.matsource & (1 << j));
+ if (colormatsource) // from vertex
+ {
+ if (components & (VB_HAS_COL0 << j))
+ object.Write("int4 mat = int4(round(%s%d * 255.0));\n", inColorName, j);
+ else if (components & VB_HAS_COL0)
+ object.Write("int4 mat = int4(round(%s0 * 255.0));\n", inColorName);
+ else
+ object.Write("int4 mat = int4(255, 255, 255, 255);\n");
+ }
+ else // from color
+ {
+ object.Write("int4 mat = %s[%d];\n", I_MATERIALS, j + 2);
+ }
+
+ if (uid_data.enablelighting & (1 << j))
+ {
+ if (uid_data.ambsource & (1 << j)) // from vertex
+ {
+ if (components & (VB_HAS_COL0 << j))
+ object.Write("lacc = int4(round(%s%d * 255.0));\n", inColorName, j);
+ else if (components & VB_HAS_COL0)
+ object.Write("lacc = int4(round(%s0 * 255.0));\n", inColorName);
+ else
+ // TODO: this isn't verified. Here we want to read the ambient from the vertex,
+ // but the vertex itself has no color. So we don't know which value to read.
+ // Returning 1.0 is the same as disabled lightning, so this could be fine
+ object.Write("lacc = int4(255, 255, 255, 255);\n");
+ }
+ else // from color
+ {
+ object.Write("lacc = %s[%d];\n", I_MATERIALS, j);
+ }
+ }
+ else
+ {
+ object.Write("lacc = int4(255, 255, 255, 255);\n");
+ }
+
+ // check if alpha is different
+ bool alphamatsource = !!(uid_data.matsource & (1 << (j + 2)));
+ if (alphamatsource != colormatsource)
+ {
+ if (alphamatsource) // from vertex
+ {
+ if (components & (VB_HAS_COL0 << j))
+ object.Write("mat.w = int(round(%s%d.w * 255.0));\n", inColorName, j);
+ else if (components & VB_HAS_COL0)
+ object.Write("mat.w = int(round(%s0.w * 255.0));\n", inColorName);
+ else
+ object.Write("mat.w = 255;\n");
+ }
+ else // from color
+ {
+ object.Write("mat.w = %s[%d].w;\n", I_MATERIALS, j + 2);
+ }
+ }
+
+ if (uid_data.enablelighting & (1 << (j + 2)))
+ {
+ if (uid_data.ambsource & (1 << (j + 2))) // from vertex
+ {
+ if (components & (VB_HAS_COL0 << j))
+ object.Write("lacc.w = int(round(%s%d.w * 255.0));\n", inColorName, j);
+ else if (components & VB_HAS_COL0)
+ object.Write("lacc.w = int(round(%s0.w * 255.0));\n", inColorName);
+ else
+ // TODO: The same for alpha: We want to read from vertex, but the vertex has no color
+ object.Write("lacc.w = 255;\n");
+ }
+ else // from color
+ {
+ object.Write("lacc.w = %s[%d].w;\n", I_MATERIALS, j);
+ }
+ }
+ else
+ {
+ object.Write("lacc.w = 255;\n");
+ }
+
+ if (uid_data.enablelighting & (1 << j)) // Color lights
+ {
+ for (int i = 0; i < 8; ++i)
+ if (uid_data.light_mask & (1 << (i + 8 * j)))
+ GenerateLightShader(object, uid_data, i, j, false);
+ }
+ if (uid_data.enablelighting & (1 << (j + 2))) // Alpha lights
+ {
+ for (int i = 0; i < 8; ++i)
+ if (uid_data.light_mask & (1 << (i + 8 * (j + 2))))
+ GenerateLightShader(object, uid_data, i, j + 2, true);
+ }
+ object.Write("lacc = clamp(lacc, 0, 255);\n");
+ object.Write("%s%d = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j);
+ object.Write("}\n");
+ }
+}
+
+void GetLightingShaderUid(LightingUidData& uid_data)
+{
+ for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
+ {
+ uid_data.matsource |= xfmem.color[j].matsource << j;
+ uid_data.matsource |= xfmem.alpha[j].matsource << (j + 2);
+ uid_data.enablelighting |= xfmem.color[j].enablelighting << j;
+ uid_data.enablelighting |= xfmem.alpha[j].enablelighting << (j + 2);
+
+ if (uid_data.enablelighting & (1 << j)) // Color lights
+ {
+ uid_data.ambsource |= xfmem.color[j].ambsource << j;
+ uid_data.attnfunc |= xfmem.color[j].attnfunc << (2 * j);
+ uid_data.diffusefunc |= xfmem.color[j].diffusefunc << (2 * j);
+ uid_data.light_mask |= xfmem.color[j].GetFullLightMask() << (8 * j);
+ }
+ if (uid_data.enablelighting & (1 << (j + 2))) // Alpha lights
+ {
+ uid_data.ambsource |= xfmem.alpha[j].ambsource << (j + 2);
+ uid_data.attnfunc |= xfmem.alpha[j].attnfunc << (2 * (j + 2));
+ uid_data.diffusefunc |= xfmem.alpha[j].diffusefunc << (2 * (j + 2));
+ uid_data.light_mask |= xfmem.alpha[j].GetFullLightMask() << (8 * (j + 2));
+ }
+ }
+} \ No newline at end of file
diff --git a/Source/Core/VideoCommon/LightingShaderGen.h b/Source/Core/VideoCommon/LightingShaderGen.h
index 8cabb7fc57..d8a8f183d0 100644
--- a/Source/Core/VideoCommon/LightingShaderGen.h
+++ b/Source/Core/VideoCommon/LightingShaderGen.h
@@ -46,200 +46,6 @@ static const char s_lighting_struct[] = "struct Light {\n"
"\tfloat4 dir;\n"
"};\n";
-static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_data, int index,
- int litchan_index, bool alpha)
-{
- const char* swizzle = alpha ? "a" : "rgb";
- const char* swizzle_components = (alpha) ? "" : "3";
-
- int attnfunc = (uid_data.attnfunc >> (2 * litchan_index)) & 0x3;
- int diffusefunc = (uid_data.diffusefunc >> (2 * litchan_index)) & 0x3;
-
- switch (attnfunc)
- {
- case LIGHTATTN_NONE:
- case LIGHTATTN_DIR:
- object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
- object.Write("attn = 1.0;\n");
- object.Write("if (length(ldir) == 0.0)\n\t ldir = _norm0;\n");
- break;
- case LIGHTATTN_SPEC:
- object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
- object.Write("attn = (dot(_norm0, ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR
- ".xyz)) : 0.0;\n",
- LIGHT_DIR_PARAMS(index));
- object.Write("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index));
- object.Write("distAttn = %s(" LIGHT_DISTATT ".xyz);\n",
- (diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index));
- object.Write("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, "
- "float3(1.0, attn, attn*attn));\n");
- break;
- case LIGHTATTN_SPOT:
- object.Write("ldir = " LIGHT_POS ".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(index));
- object.Write("dist2 = dot(ldir, ldir);\n"
- "dist = sqrt(dist2);\n"
- "ldir = ldir / dist;\n"
- "attn = max(0.0, dot(ldir, " LIGHT_DIR ".xyz));\n",
- LIGHT_DIR_PARAMS(index));
- // attn*attn may overflow
- object.Write("attn = max(0.0, " LIGHT_COSATT ".x + " LIGHT_COSATT ".y*attn + " LIGHT_COSATT
- ".z*attn*attn) / dot(" LIGHT_DISTATT ".xyz, float3(1.0,dist,dist2));\n",
- LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index),
- LIGHT_DISTATT_PARAMS(index));
- break;
- }
-
- switch (diffusefunc)
- {
- case LIGHTDIF_NONE:
- object.Write("lacc.%s += int%s(round(attn * float%s(" LIGHT_COL ")));\n", swizzle,
- swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
- break;
- case LIGHTDIF_SIGN:
- case LIGHTDIF_CLAMP:
- object.Write("lacc.%s += int%s(round(attn * %sdot(ldir, _norm0)) * float%s(" LIGHT_COL ")));\n",
- swizzle, swizzle_components, diffusefunc != LIGHTDIF_SIGN ? "max(0.0," : "(",
- swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
- break;
- default:
- _assert_(0);
- }
-
- object.Write("\n");
-}
-
-// 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
-static void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data,
- int components, const char* inColorName, const char* dest)
-{
- for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
- {
- object.Write("{\n");
-
- bool colormatsource = !!(uid_data.matsource & (1 << j));
- if (colormatsource) // from vertex
- {
- if (components & (VB_HAS_COL0 << j))
- object.Write("int4 mat = int4(round(%s%d * 255.0));\n", inColorName, j);
- else if (components & VB_HAS_COL0)
- object.Write("int4 mat = int4(round(%s0 * 255.0));\n", inColorName);
- else
- object.Write("int4 mat = int4(255, 255, 255, 255);\n");
- }
- else // from color
- {
- object.Write("int4 mat = %s[%d];\n", I_MATERIALS, j + 2);
- }
-
- if (uid_data.enablelighting & (1 << j))
- {
- if (uid_data.ambsource & (1 << j)) // from vertex
- {
- if (components & (VB_HAS_COL0 << j))
- object.Write("lacc = int4(round(%s%d * 255.0));\n", inColorName, j);
- else if (components & VB_HAS_COL0)
- object.Write("lacc = int4(round(%s0 * 255.0));\n", inColorName);
- else
- // TODO: this isn't verified. Here we want to read the ambient from the vertex,
- // but the vertex itself has no color. So we don't know which value to read.
- // Returning 1.0 is the same as disabled lightning, so this could be fine
- object.Write("lacc = int4(255, 255, 255, 255);\n");
- }
- else // from color
- {
- object.Write("lacc = %s[%d];\n", I_MATERIALS, j);
- }
- }
- else
- {
- object.Write("lacc = int4(255, 255, 255, 255);\n");
- }
-
- // check if alpha is different
- bool alphamatsource = !!(uid_data.matsource & (1 << (j + 2)));
- if (alphamatsource != colormatsource)
- {
- if (alphamatsource) // from vertex
- {
- if (components & (VB_HAS_COL0 << j))
- object.Write("mat.w = int(round(%s%d.w * 255.0));\n", inColorName, j);
- else if (components & VB_HAS_COL0)
- object.Write("mat.w = int(round(%s0.w * 255.0));\n", inColorName);
- else
- object.Write("mat.w = 255;\n");
- }
- else // from color
- {
- object.Write("mat.w = %s[%d].w;\n", I_MATERIALS, j + 2);
- }
- }
-
- if (uid_data.enablelighting & (1 << (j + 2)))
- {
- if (uid_data.ambsource & (1 << (j + 2))) // from vertex
- {
- if (components & (VB_HAS_COL0 << j))
- object.Write("lacc.w = int(round(%s%d.w * 255.0));\n", inColorName, j);
- else if (components & VB_HAS_COL0)
- object.Write("lacc.w = int(round(%s0.w * 255.0));\n", inColorName);
- else
- // TODO: The same for alpha: We want to read from vertex, but the vertex has no color
- object.Write("lacc.w = 255;\n");
- }
- else // from color
- {
- object.Write("lacc.w = %s[%d].w;\n", I_MATERIALS, j);
- }
- }
- else
- {
- object.Write("lacc.w = 255;\n");
- }
-
- if (uid_data.enablelighting & (1 << j)) // Color lights
- {
- for (int i = 0; i < 8; ++i)
- if (uid_data.light_mask & (1 << (i + 8 * j)))
- GenerateLightShader(object, uid_data, i, j, false);
- }
- if (uid_data.enablelighting & (1 << (j + 2))) // Alpha lights
- {
- for (int i = 0; i < 8; ++i)
- if (uid_data.light_mask & (1 << (i + 8 * (j + 2))))
- GenerateLightShader(object, uid_data, i, j + 2, true);
- }
- object.Write("lacc = clamp(lacc, 0, 255);\n");
- object.Write("%s%d = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j);
- object.Write("}\n");
- }
-}
-
-static void GetLightingShaderUid(LightingUidData& uid_data)
-{
- for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
- {
- uid_data.matsource |= xfmem.color[j].matsource << j;
- uid_data.matsource |= xfmem.alpha[j].matsource << (j + 2);
- uid_data.enablelighting |= xfmem.color[j].enablelighting << j;
- uid_data.enablelighting |= xfmem.alpha[j].enablelighting << (j + 2);
-
- if (uid_data.enablelighting & (1 << j)) // Color lights
- {
- uid_data.ambsource |= xfmem.color[j].ambsource << j;
- uid_data.attnfunc |= xfmem.color[j].attnfunc << (2 * j);
- uid_data.diffusefunc |= xfmem.color[j].diffusefunc << (2 * j);
- uid_data.light_mask |= xfmem.color[j].GetFullLightMask() << (8 * j);
- }
- if (uid_data.enablelighting & (1 << (j + 2))) // Alpha lights
- {
- uid_data.ambsource |= xfmem.alpha[j].ambsource << (j + 2);
- uid_data.attnfunc |= xfmem.alpha[j].attnfunc << (2 * (j + 2));
- uid_data.diffusefunc |= xfmem.alpha[j].diffusefunc << (2 * (j + 2));
- uid_data.light_mask |= xfmem.alpha[j].GetFullLightMask() << (8 * (j + 2));
- }
- }
-}
+void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components,
+ const char* inColorName, const char* dest);
+void GetLightingShaderUid(LightingUidData& uid_data);
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp
index a94cd02c15..61802c2718 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/PixelShaderGen.cpp
@@ -1016,10 +1016,10 @@ static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, i
if (cc.d == TEVCOLORARG_C2 || cc.d == TEVCOLORARG_A2 || ac.d == TEVALPHAARG_A2)
out.SetConstantsUsed(C_COLORS + 3, C_COLORS + 3);
- if (cc.dest >= GX_TEVREG0 && cc.dest <= GX_TEVREG2)
+ if (cc.dest >= GX_TEVREG0)
out.SetConstantsUsed(C_COLORS + cc.dest, C_COLORS + cc.dest);
- if (ac.dest >= GX_TEVREG0 && ac.dest <= GX_TEVREG2)
+ if (ac.dest >= GX_TEVREG0)
out.SetConstantsUsed(C_COLORS + ac.dest, C_COLORS + ac.dest);
out.Write("\ttevin_a = int4(%s, %s)&int4(255, 255, 255, 255);\n", tevCInputTable[cc.a],
diff --git a/Source/Core/VideoCommon/VideoCommon.vcxproj b/Source/Core/VideoCommon/VideoCommon.vcxproj
index 4bf4c4dde7..205f225101 100644
--- a/Source/Core/VideoCommon/VideoCommon.vcxproj
+++ b/Source/Core/VideoCommon/VideoCommon.vcxproj
@@ -1,4 +1,4 @@
-<?xml version="1.0" encoding="utf-8"?>
+<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|x64">
@@ -80,6 +80,7 @@
<ClCompile Include="PixelShaderManager.cpp" />
<ClCompile Include="PostProcessing.cpp" />
<ClCompile Include="RenderBase.cpp" />
+ <ClCompile Include="LightingShaderGen.cpp" />
<ClCompile Include="Statistics.cpp" />
<ClCompile Include="GeometryShaderGen.cpp" />
<ClCompile Include="GeometryShaderManager.cpp" />
diff --git a/Source/Core/VideoCommon/VideoCommon.vcxproj.filters b/Source/Core/VideoCommon/VideoCommon.vcxproj.filters
index 0926ec0dc0..32e0a870cf 100644
--- a/Source/Core/VideoCommon/VideoCommon.vcxproj.filters
+++ b/Source/Core/VideoCommon/VideoCommon.vcxproj.filters
@@ -1,4 +1,4 @@
-<?xml version="1.0" encoding="utf-8"?>
+<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Base">
@@ -158,6 +158,9 @@
<ClCompile Include="GeometryShaderManager.cpp">
<Filter>Shader Managers</Filter>
</ClCompile>
+ <ClCompile Include="LightingShaderGen.cpp">
+ <Filter>Shader Generators</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="CommandProcessor.h" />