summaryrefslogtreecommitdiff
path: root/Source/Core/VideoCommon/PixelShaderGen.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.cpp26
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