diff options
Diffstat (limited to 'Source/Core/VideoCommon/UberShaderVertex.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/UberShaderVertex.cpp | 47 |
1 files changed, 25 insertions, 22 deletions
diff --git a/Source/Core/VideoCommon/UberShaderVertex.cpp b/Source/Core/VideoCommon/UberShaderVertex.cpp index d8ccdb9935..fbc2815035 100644 --- a/Source/Core/VideoCommon/UberShaderVertex.cpp +++ b/Source/Core/VideoCommon/UberShaderVertex.cpp @@ -113,10 +113,10 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config, out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm0;\n", SHADER_NORM0_ATTRIB); out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm1;\n", SHADER_NORM1_ATTRIB); out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB); - out.Write("ATTRIBUTE_LOCATION(%d) in float4 color0;\n", SHADER_COLOR0_ATTRIB); - out.Write("ATTRIBUTE_LOCATION(%d) in float4 color1;\n", SHADER_COLOR1_ATTRIB); + out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB); + out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB); for (int i = 0; i < 8; ++i) - out.Write("ATTRIBUTE_LOCATION(%d) in float3 tex%d;\n", SHADER_TEXTURE0_ATTRIB + i, i); + out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawtex%d;\n", SHADER_TEXTURE0_ATTRIB + i, i); // We need to always use output blocks for Vulkan, but geometry shaders are also optional. if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan) @@ -130,7 +130,7 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config, { // Let's set up attributes for (u32 i = 0; i < numTexgen; ++i) - out.Write("%s out float3 uv%u;\n", GetInterpolationQualifier(msaa, ssaa), i); + out.Write("%s out float3 tex%u;\n", GetInterpolationQualifier(msaa, ssaa), i); out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa)); if (per_pixel_lighting) @@ -152,10 +152,10 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config, out.Write(" float3 rawnorm0 : NORMAL0,\n"); out.Write(" float3 rawnorm1 : NORMAL1,\n"); out.Write(" float3 rawnorm2 : NORMAL2,\n"); - out.Write(" float4 color0 : COLOR0,\n"); - out.Write(" float4 color1 : COLOR1,\n"); + out.Write(" float4 rawcolor0 : COLOR0,\n"); + out.Write(" float4 rawcolor1 : COLOR1,\n"); for (int i = 0; i < 8; ++i) - out.Write(" float3 tex%d : TEXCOORD%d,\n", i, i); + out.Write(" float3 rawtex%d : TEXCOORD%d,\n", i, i); out.Write(" uint posmtx : BLENDINDICES,\n"); out.Write(" float4 rawpos : POSITION) {\n"); } @@ -307,7 +307,7 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config, // TODO: Pass interface blocks between shader stages even if geometry shaders // are not supported, however that will require at least OpenGL 3.2 support. for (u32 i = 0; i < numTexgen; ++i) - out.Write("uv%d.xyz = o.tex%d;\n", i, i); + out.Write("tex%d.xyz = o.tex%d;\n", i, i); out.Write("clipPos = o.clipPos;\n"); out.Write("colors_0 = o.colors_0;\n"); out.Write("colors_1 = o.colors_1;\n"); @@ -337,12 +337,12 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config, void GenVertexShaderLighting(APIType ApiType, ShaderCode& out) { out.Write("if ((components & %uu) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0); - out.Write(" o.colors_0 = color0;\n" + out.Write(" o.colors_0 = rawcolor0;\n" "else\n" " o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n" "\n"); out.Write("if ((components & %uu) != 0u) // VB_HAS_COL1\n", VB_HAS_COL1); - out.Write(" o.colors_1 = color1;\n" + out.Write(" o.colors_1 = rawcolor1;\n" "else\n" " o.colors_1 = float4(1.0, 1.0, 1.0, 1.0);\n" "\n"); @@ -358,9 +358,10 @@ void GenVertexShaderLighting(APIType ApiType, ShaderCode& out) out.Write(" if (%s != 0u) {\n", BitfieldExtract("colorreg", LitChannel().matsource).c_str()); out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0); - out.Write(" mat.xyz = int3(round(((chan == 0u) ? color0.xyz : color1.xyz) * 255.0));\n"); + out.Write( + " mat.xyz = int3(round(((chan == 0u) ? rawcolor0.xyz : rawcolor1.xyz) * 255.0));\n"); out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0); - out.Write(" mat.xyz = int3(round(color0.xyz * 255.0));\n" + out.Write(" mat.xyz = int3(round(rawcolor0.xyz * 255.0));\n" " else\n" " mat.xyz = int3(255, 255, 255);\n" " }\n" @@ -368,9 +369,9 @@ void GenVertexShaderLighting(APIType ApiType, ShaderCode& out) out.Write(" if (%s != 0u) {\n", BitfieldExtract("alphareg", LitChannel().matsource).c_str()); out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0); - out.Write(" mat.w = int(round(((chan == 0u) ? color0.w : color1.w) * 255.0));\n"); + out.Write(" mat.w = int(round(((chan == 0u) ? rawcolor0.w : rawcolor1.w) * 255.0));\n"); out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0); - out.Write(" mat.w = int(round(color0.w * 255.0));\n" + out.Write(" mat.w = int(round(rawcolor0.w * 255.0));\n" " else\n" " mat.w = 255;\n" " } else {\n" @@ -382,9 +383,10 @@ void GenVertexShaderLighting(APIType ApiType, ShaderCode& out) BitfieldExtract("colorreg", LitChannel().enablelighting).c_str()); out.Write(" if (%s != 0u) {\n", BitfieldExtract("colorreg", LitChannel().ambsource).c_str()); out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0); - out.Write(" lacc.xyz = int3(round(((chan == 0u) ? color0.xyz : color1.xyz) * 255.0));\n"); + out.Write( + " lacc.xyz = int3(round(((chan == 0u) ? rawcolor0.xyz : rawcolor1.xyz) * 255.0));\n"); out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0); - out.Write(" lacc.xyz = int3(round(color0.xyz * 255.0));\n" + out.Write(" lacc.xyz = int3(round(rawcolor0.xyz * 255.0));\n" " else\n" " lacc.xyz = int3(255, 255, 255);\n" " } else {\n" @@ -410,9 +412,9 @@ void GenVertexShaderLighting(APIType ApiType, ShaderCode& out) BitfieldExtract("alphareg", LitChannel().enablelighting).c_str()); out.Write(" if (%s != 0u) {\n", BitfieldExtract("alphareg", LitChannel().ambsource).c_str()); out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0); - out.Write(" lacc.w = int(round(((chan == 0u) ? color0.w : color1.w) * 255.0));\n"); + out.Write(" lacc.w = int(round(((chan == 0u) ? rawcolor0.w : rawcolor1.w) * 255.0));\n"); out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0); - out.Write(" lacc.w = int(round(color0.w * 255.0));\n" + out.Write(" lacc.w = int(round(rawcolor0.w * 255.0));\n" " else\n" " lacc.w = 255;\n" " } else {\n" @@ -488,9 +490,10 @@ void GenVertexShaderTexGens(APIType ApiType, u32 numTexgen, ShaderCode& out) for (u32 i = 0; i < 8; i++) { out.Write(" case %uu: // XF_SRCTEX%u_INROW\n", XF_SRCTEX0_INROW + i, i); - out.Write(" coord = ((components & %uu /* VB_HAS_UV%u */) != 0u) ? float4(tex%u.x, tex%u.y, " - "1.0, 1.0) : coord;\n", - VB_HAS_UV0 << i, i, i, i); + out.Write( + " coord = ((components & %uu /* VB_HAS_UV%u */) != 0u) ? float4(rawtex%u.x, rawtex%u.y, " + "1.0, 1.0) : coord;\n", + VB_HAS_UV0 << i, i, i, i); out.Write(" break;\n\n"); } out.Write(" }\n"); @@ -541,7 +544,7 @@ void GenVertexShaderTexGens(APIType ApiType, u32 numTexgen, ShaderCode& out) " int tmp = 0;\n" " switch (texgen) {\n"); for (u32 i = 0; i < numTexgen; i++) - out.Write(" case %uu: tmp = int(tex%u.z); break;\n", i, i); + out.Write(" case %uu: tmp = int(rawtex%u.z); break;\n", i, i); out.Write(" }\n" "\n"); out.Write(" if (%s == %uu) {\n", |
