VideoBackend: remove unused config vars.

No point to keeping around variables which are always "true".
This commit is contained in:
magumagu
2014-04-04 16:17:14 -07:00
parent 7563e8c6f3
commit fd9c1fa746
10 changed files with 15 additions and 37 deletions

View File

@ -49,7 +49,7 @@ static inline void GenerateVSOutputStruct(T& object, API_TYPE api_type)
DefineVSOutputStructMember(object, api_type, "float4", "clipPos", -1, "TEXCOORD", xfregs.numTexGen.numTexGens);
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
if (g_ActiveConfig.bEnablePixelLighting)
DefineVSOutputStructMember(object, api_type, "float4", "Normal", -1, "TEXCOORD", xfregs.numTexGen.numTexGens + 1);
object.Write("};\n");
@ -103,7 +103,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
uid_data.numTexGens = xfregs.numTexGen.numTexGens;
uid_data.components = components;
uid_data.pixel_lighting = (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting);
uid_data.pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
if (api_type == API_OPENGL)
{
@ -138,7 +138,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
}
}
out.Write("centroid out float4 clipPos_2;\n");
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
if (g_ActiveConfig.bEnablePixelLighting)
out.Write("centroid out float4 Normal_2;\n");
out.Write("centroid out float4 colors_02;\n");
@ -385,7 +385,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
// clipPos/w needs to be done in pixel shader, not here
out.Write("o.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w);\n");
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
if (g_ActiveConfig.bEnablePixelLighting)
{
out.Write("o.Normal = float4(_norm0.x,_norm0.y,_norm0.z,pos.z);\n");
@ -429,7 +429,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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");
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
if (g_ActiveConfig.bEnablePixelLighting)
out.Write(" Normal_2 = o.Normal;\n");
out.Write("colors_02 = o.colors_0;\n");