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PixelShaderGen: Don't assign to input variables.
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parent
8676891f77
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3ed777b0f9
@ -264,7 +264,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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GenerateLightShader<T>(object, uid_data, i, lit_index, coloralpha);
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}
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}
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object.Write("lacc = clamp(lacc, 0, 255);");
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object.Write("lacc = clamp(lacc, 0, 255);\n");
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object.Write("%s%d = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j);
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object.Write("}\n");
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}
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@ -124,8 +124,8 @@ static const char *tevAInputTable[] =
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static const char *tevRasTable[] =
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{
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"iround(colors_0 * 255.0)",
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"iround(colors_1 * 255.0)",
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"iround(col0 * 255.0)",
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"iround(col1 * 255.0)",
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"ERROR13", //2
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"ERROR14", //3
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"ERROR15", //4
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@ -331,8 +331,8 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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}
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else
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{
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out.Write("centroid in float4 colors_02;\n");
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out.Write("centroid in float4 colors_12;\n");
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out.Write("centroid in float4 colors_0;\n");
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out.Write("centroid in float4 colors_1;\n");
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// compute window position if needed because binding semantic WPOS is not widely supported
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// Let's set up attributes
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for (unsigned int i = 0; i < numTexgen; ++i)
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@ -353,13 +353,6 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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for (unsigned int i = 0; i < numTexgen; ++i)
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out.Write("\tfloat3 uv%d = tex%d;\n", i, i);
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}
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else
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{
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// On Mali, global variables must be initialized as constants.
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// This is why we initialize these variables locally instead.
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out.Write("\tfloat4 colors_0 = colors_02;\n");
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out.Write("\tfloat4 colors_1 = colors_12;\n");
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}
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out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
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}
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@ -402,13 +395,22 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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"\tfloat3 ldir, h;\n"
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"\tfloat dist, dist2, attn;\n");
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// On GLSL, input variables must not be assigned to.
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// This is why we declare these variables locally instead.
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out.Write("\tfloat4 col0, col1;\n");
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// TODO: Our current constant usage code isn't able to handle more than one buffer.
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// So we can't mark the VS constant as used here. But keep them here as reference.
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//out.SetConstantsUsed(C_PLIGHT_COLORS, C_PLIGHT_COLORS+7); // TODO: Can be optimized further
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//out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further
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//out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
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uid_data->components = components;
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GenerateLightingShader<T>(out, uid_data->lighting, components, "colors_", "colors_");
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GenerateLightingShader<T>(out, uid_data->lighting, components, "colors_", "col");
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}
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else
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{
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out.Write("\tfloat4 col0 = colors_0;\n");
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out.Write("\tfloat4 col1 = colors_1;\n");
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}
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// HACK to handle cases where the tex gen is not enabled
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@ -93,8 +93,8 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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out.Write("centroid out float4 clipPos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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out.Write("centroid out float4 Normal;\n");
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out.Write("centroid out float4 colors_02;\n");
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out.Write("centroid out float4 colors_12;\n");
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out.Write("centroid out float4 colors_0;\n");
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out.Write("centroid out float4 colors_1;\n");
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}
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out.Write("void main()\n{\n");
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@ -396,8 +396,8 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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out.Write("clipPos = o.clipPos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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out.Write("Normal = o.Normal;\n");
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out.Write("colors_02 = o.colors_0;\n");
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out.Write("colors_12 = o.colors_1;\n");
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out.Write("colors_0 = o.colors_0;\n");
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out.Write("colors_1 = o.colors_1;\n");
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}
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out.Write("gl_Position = o.pos;\n");
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