diff options
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/PixelShaderGen.cpp | 41 |
1 files changed, 19 insertions, 22 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index e2c0168d13..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 @@ -264,7 +264,9 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T } } - GenerateVSOutputStruct<T>(out, ApiType); + out.Write("struct VS_OUTPUT {\n"); + GenerateVSOutputMembers<T>(out, ApiType); + out.Write("};\n"); const bool forced_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ && bpmem.UseEarlyDepthTest() && (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED); const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) || (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z); @@ -320,7 +322,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) { out.Write("in VertexData {\n"); - out.Write("\tcentroid %s VS_OUTPUT o;\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? "" : "in"); + GenerateVSOutputMembers<T>(out, ApiType, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "centroid" : "centroid in"); if (g_ActiveConfig.iStereoMode > 0) out.Write("\tflat int layer;\n"); @@ -329,8 +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) @@ -348,24 +350,10 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) { - // 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) - { - out.Write("\tfloat3 uv%d = o.tex%d;\n", i, i); - } - out.Write("\tfloat4 clipPos = o.clipPos;\n"); - if (g_ActiveConfig.bEnablePixelLighting) - { - out.Write("\tfloat4 Normal = o.Normal;\n"); - } + out.Write("\tfloat3 uv%d = tex%d;\n", i, i); } - // On Mali, global variables must be initialized as constants. - // This is why we initialize these variables locally instead. - out.Write("\tfloat4 colors_0 = %s;\n", g_ActiveConfig.backend_info.bSupportsGeometryShaders ? "o.colors_0" : "colors_02"); - out.Write("\tfloat4 colors_1 = %s;\n", g_ActiveConfig.backend_info.bSupportsGeometryShaders ? "o.colors_1" : "colors_12"); - out.Write("\tfloat4 rawpos = gl_FragCoord;\n"); } else // D3D @@ -407,13 +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 |
