diff options
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/PixelShaderGen.cpp | 26 |
1 files changed, 14 insertions, 12 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index f7b63bfb30..77ccd0b683 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -124,8 +124,8 @@ static const char *tevAInputTable[] = static const char *tevRasTable[] = { - "iround(colors_0 * 255.0)", - "iround(colors_1 * 255.0)", + "iround(col0 * 255.0)", + "iround(col1 * 255.0)", "ERROR13", //2 "ERROR14", //3 "ERROR15", //4 @@ -331,8 +331,8 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T } else { - out.Write("centroid in float4 colors_02;\n"); - out.Write("centroid in float4 colors_12;\n"); + out.Write("centroid in float4 colors_0;\n"); + out.Write("centroid in float4 colors_1;\n"); // compute window position if needed because binding semantic WPOS is not widely supported // Let's set up attributes for (unsigned int i = 0; i < numTexgen; ++i) @@ -353,13 +353,6 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T for (unsigned int i = 0; i < numTexgen; ++i) out.Write("\tfloat3 uv%d = tex%d;\n", i, i); } - else - { - // On Mali, global variables must be initialized as constants. - // This is why we initialize these variables locally instead. - out.Write("\tfloat4 colors_0 = colors_02;\n"); - out.Write("\tfloat4 colors_1 = colors_12;\n"); - } out.Write("\tfloat4 rawpos = gl_FragCoord;\n"); } @@ -402,13 +395,22 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T "\tfloat3 ldir, h;\n" "\tfloat dist, dist2, attn;\n"); + // On GLSL, input variables must not be assigned to. + // This is why we declare these variables locally instead. + out.Write("\tfloat4 col0, col1;\n"); + // TODO: Our current constant usage code isn't able to handle more than one buffer. // So we can't mark the VS constant as used here. But keep them here as reference. //out.SetConstantsUsed(C_PLIGHT_COLORS, C_PLIGHT_COLORS+7); // TODO: Can be optimized further //out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further //out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3); uid_data->components = components; - GenerateLightingShader<T>(out, uid_data->lighting, components, "colors_", "colors_"); + GenerateLightingShader<T>(out, uid_data->lighting, components, "colors_", "col"); + } + else + { + out.Write("\tfloat4 col0 = colors_0;\n"); + out.Write("\tfloat4 col1 = colors_1;\n"); } // HACK to handle cases where the tex gen is not enabled |
