From 6c2971eaf6544295f6331130db53e220a36875a2 Mon Sep 17 00:00:00 2001 From: Tony Wasserka Date: Sat, 1 Mar 2014 18:25:21 +0100 Subject: [PATCH] PixelShaderGen: Write 16777215 in hex (0xFFFFFF) so that it's easier to understand. --- Source/Core/VideoCommon/PixelShaderGen.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index 30c0303b2f..8d22bd5ef4 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -491,7 +491,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T // The performance impact of this additional calculation doesn't matter, but it prevents // the host GPU driver from performing any early depth test optimizations. if (g_ActiveConfig.bFastDepthCalc) - out.Write("\tint zCoord = int(round(rawpos.z * 16777215.0));\n"); + out.Write("\tint zCoord = int(round(rawpos.z * float(0xFFFFFF)));\n"); else { out.SetConstantsUsed(C_ZBIAS+1, C_ZBIAS+1); @@ -511,7 +511,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T // Note: z-textures are not written to depth buffer if early depth test is used if (per_pixel_depth && bpmem.UseEarlyDepthTest()) - out.Write("\tdepth = float(zCoord) / 16777215.0;\n"); + out.Write("\tdepth = float(zCoord) / float(0xFFFFFF);\n"); // Note: depth texture output is only written to depth buffer if late depth test is used // theoretical final depth value is used for fog calculation, though, so we have to emulate ztextures anyway @@ -521,11 +521,11 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T out.SetConstantsUsed(C_ZBIAS, C_ZBIAS+1); out.Write("\tzCoord = idot(" I_ZBIAS"[0].xyzw, itextemp.xyzw) + " I_ZBIAS"[1].w %s;\n", (bpmem.ztex2.op == ZTEXTURE_ADD) ? "+ zCoord" : ""); - out.Write("\tzCoord = zCoord & 16777215;\n"); + out.Write("\tzCoord = zCoord & 0xFFFFFF;\n"); } if (per_pixel_depth && bpmem.UseLateDepthTest()) - out.Write("\tdepth = float(zCoord) / 16777215.0;\n"); + out.Write("\tdepth = float(zCoord) / float(0xFFFFFF);\n"); if (dstAlphaMode == DSTALPHA_ALPHA_PASS) { @@ -587,7 +587,7 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP if (bpmem.tevind[n].bs != ITBA_OFF) { const char *tevIndAlphaSel[] = {"", "x", "y", "z"}; - const char *tevIndAlphaMask[] = {"248", "224", "240", "248"}; + const char *tevIndAlphaMask[] = {"248", "224", "240", "248"}; // 0b11111000, 0b11100000, 0b11110000, 0b11111000 out.Write("alphabump = iindtex%d.%s & %s;\n", bpmem.tevind[n].bt, tevIndAlphaSel[bpmem.tevind[n].bs],