diff options
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/VertexShaderGen.cpp | 40 |
1 files changed, 20 insertions, 20 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp index 41549609c7..e372c96827 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/VertexShaderGen.cpp @@ -84,20 +84,20 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ // uniforms if (api_type == API_OPENGL) out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : ""); - - DeclareUniform(out, api_type, C_POSNORMALMATRIX, "float4", I_POSNORMALMATRIX"[6]"); - DeclareUniform(out, api_type, C_PROJECTION, "float4", I_PROJECTION"[4]"); - DeclareUniform(out, api_type, C_MATERIALS, "int4", I_MATERIALS"[4]"); - DeclareUniform(out, api_type, C_LIGHT_COLORS, "int4", I_LIGHT_COLORS"[8]"); - DeclareUniform(out, api_type, C_LIGHTS, "float4", I_LIGHTS"[32]"); - DeclareUniform(out, api_type, C_TEXMATRICES, "float4", I_TEXMATRICES"[24]"); - DeclareUniform(out, api_type, C_TRANSFORMMATRICES, "float4", I_TRANSFORMMATRICES"[64]"); - DeclareUniform(out, api_type, C_NORMALMATRICES, "float4", I_NORMALMATRICES"[32]"); - DeclareUniform(out, api_type, C_POSTTRANSFORMMATRICES, "float4", I_POSTTRANSFORMMATRICES"[64]"); - DeclareUniform(out, api_type, C_DEPTHPARAMS, "float4", I_DEPTHPARAMS); - - if (api_type == API_OPENGL) - out.Write("};\n"); + else + out.Write("cbuffer VSBlock {\n"); + out.Write( + "\tfloat4 " I_POSNORMALMATRIX"[6];\n" + "\tfloat4 " I_PROJECTION"[4];\n" + "\tint4 " I_MATERIALS"[4];\n" + "\tint4 " I_LIGHT_COLORS"[8];\n" + "\tfloat4 " I_LIGHTS"[32];\n" + "\tfloat4 " I_TEXMATRICES"[24];\n" + "\tfloat4 " I_TRANSFORMMATRICES"[64];\n" + "\tfloat4 " I_NORMALMATRICES"[32];\n" + "\tfloat4 " I_POSTTRANSFORMMATRICES"[64];\n" + "\tfloat4 " I_DEPTHPARAMS";\n" + "};\n"); GenerateVSOutputStruct(out, api_type); @@ -134,12 +134,12 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ { if (i < xfregs.numTexGen.numTexGens) { - out.Write("centroid out float3 uv%d_2;\n", i); + out.Write("centroid out float3 uv%d;\n", i); } } - out.Write("centroid out float4 clipPos_2;\n"); + out.Write("centroid out float4 clipPos;\n"); if (g_ActiveConfig.bEnablePixelLighting) - out.Write("centroid out float4 Normal_2;\n"); + out.Write("centroid out float4 Normal;\n"); out.Write("centroid out float4 colors_02;\n"); out.Write("centroid out float4 colors_12;\n"); @@ -433,10 +433,10 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ // clipPos/w needs to be done in pixel shader, not here for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) - out.Write(" uv%d_2.xyz = o.tex%d;\n", i, i); - out.Write(" clipPos_2 = o.clipPos;\n"); + out.Write(" uv%d.xyz = o.tex%d;\n", i, i); + out.Write(" clipPos = o.clipPos;\n"); if (g_ActiveConfig.bEnablePixelLighting) - out.Write(" Normal_2 = o.Normal;\n"); + out.Write(" Normal = o.Normal;\n"); out.Write("colors_02 = o.colors_0;\n"); out.Write("colors_12 = o.colors_1;\n"); |
