Use Xbox definitions
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@ -8309,34 +8309,34 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_LoadVertexShaderProgram)
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// Write Position
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DWORD position = (g_CurrentXboxVertexShaderHandle & X_D3DFVF_POSITION_MASK);
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if (position == D3DFVF_XYZRHW) {
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if (position == X_D3DFVF_XYZRHW) {
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pDeclaration[index++] = X_D3DVSD_REG(X_D3DVSDE_POSITION, X_D3DVSDT_FLOAT4);
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} else {
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pDeclaration[index++] = X_D3DVSD_REG(X_D3DVSDE_POSITION, X_D3DVSDT_FLOAT3);
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}
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// Write Blend Weights
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if (position == D3DFVF_XYZB1) {
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if (position == X_D3DFVF_XYZB1) {
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pDeclaration[index++] = X_D3DVSD_REG(X_D3DVSDE_BLENDWEIGHT, X_D3DVSDT_FLOAT1);
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}
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if (position == D3DFVF_XYZB2) {
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if (position == X_D3DFVF_XYZB2) {
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pDeclaration[index++] = X_D3DVSD_REG(X_D3DVSDE_BLENDWEIGHT, X_D3DVSDT_FLOAT2);
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}
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if (position == D3DFVF_XYZB3) {
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if (position == X_D3DFVF_XYZB3) {
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pDeclaration[index++] = X_D3DVSD_REG(X_D3DVSDE_BLENDWEIGHT, X_D3DVSDT_FLOAT3);
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}
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if (position == D3DFVF_XYZB4) {
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if (position == X_D3DFVF_XYZB4) {
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pDeclaration[index++] = X_D3DVSD_REG(X_D3DVSDE_BLENDWEIGHT, X_D3DVSDT_FLOAT4);
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}
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// Write Normal, Diffuse, and Specular
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if (g_CurrentXboxVertexShaderHandle & D3DFVF_NORMAL) {
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if (g_CurrentXboxVertexShaderHandle & X_D3DFVF_NORMAL) {
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pDeclaration[index++] = X_D3DVSD_REG(X_D3DVSDE_NORMAL, X_D3DVSDT_FLOAT3);
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}
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if (g_CurrentXboxVertexShaderHandle & D3DFVF_DIFFUSE) {
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if (g_CurrentXboxVertexShaderHandle & X_D3DFVF_DIFFUSE) {
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pDeclaration[index++] = X_D3DVSD_REG(X_D3DVSDE_DIFFUSE, X_D3DVSDT_D3DCOLOR);
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}
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if (g_CurrentXboxVertexShaderHandle & D3DFVF_SPECULAR) {
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if (g_CurrentXboxVertexShaderHandle & X_D3DFVF_SPECULAR) {
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pDeclaration[index++] = X_D3DVSD_REG(X_D3DVSDE_SPECULAR, X_D3DVSDT_D3DCOLOR);
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}
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