From 083be0832fb590e131b0d6e6dbbe6ec1fba15fa9 Mon Sep 17 00:00:00 2001 From: degasus Date: Wed, 28 Sep 2016 23:31:10 +0200 Subject: LightingShader: Drop xfmem usage. Our shaders must only depend on the UID, not on any global state. --- Source/Core/VideoCommon/LightingShaderGen.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'Source/Core/VideoCommon/LightingShaderGen.cpp') diff --git a/Source/Core/VideoCommon/LightingShaderGen.cpp b/Source/Core/VideoCommon/LightingShaderGen.cpp index 8160364de3..ecc19b7b9f 100644 --- a/Source/Core/VideoCommon/LightingShaderGen.cpp +++ b/Source/Core/VideoCommon/LightingShaderGen.cpp @@ -72,9 +72,9 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d // inColorName is color in vs and colors_ in ps // dest is o.colors_ in vs and colors_ in ps void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components, - const char* inColorName, const char* dest) + u32 numColorChans, const char* inColorName, const char* dest) { - for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++) + for (unsigned int j = 0; j < numColorChans; j++) { object.Write("{\n"); @@ -200,4 +200,4 @@ void GetLightingShaderUid(LightingUidData& uid_data) uid_data.light_mask |= xfmem.alpha[j].GetFullLightMask() << (8 * (j + 2)); } } -} \ No newline at end of file +} -- cgit v1.2.3