LightingShader: Drop xfmem usage.

Our shaders must only depend on the UID, not on any global state.
This commit is contained in:
degasus 2016-09-28 23:31:10 +02:00
parent 829fc8f0ad
commit 083be0832f
5 changed files with 10 additions and 8 deletions

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@ -72,9 +72,9 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d
// inColorName is color in vs and colors_ in ps // inColorName is color in vs and colors_ in ps
// dest is o.colors_ 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, 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"); object.Write("{\n");

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@ -47,5 +47,5 @@ static const char s_lighting_struct[] = "struct Light {\n"
"};\n"; "};\n";
void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components, void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components,
const char* inColorName, const char* dest); u32 numColorChans, const char* inColorName, const char* dest);
void GetLightingShaderUid(LightingUidData& uid_data); void GetLightingShaderUid(LightingUidData& uid_data);

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@ -207,7 +207,7 @@ PixelShaderUid GetPixelShaderUid(DSTALPHA_MODE dstAlphaMode)
// The lighting shader only needs the two color bits of the 23bit component bit array. // The lighting shader only needs the two color bits of the 23bit component bit array.
uid_data->components = uid_data->components =
(VertexLoaderManager::g_current_components & (VB_HAS_COL0 | VB_HAS_COL1)) >> VB_COL_SHIFT; (VertexLoaderManager::g_current_components & (VB_HAS_COL0 | VB_HAS_COL1)) >> VB_COL_SHIFT;
; uid_data->numColorChans = xfmem.numChan.numColorChans;
GetLightingShaderUid(uid_data->lighting); GetLightingShaderUid(uid_data->lighting);
} }
@ -649,7 +649,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
// out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further // out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further
// out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3); // out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components << VB_COL_SHIFT, GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components << VB_COL_SHIFT,
"colors_", "col"); uid_data->numColorChans, "colors_", "col");
} }
// HACK to handle cases where the tex gen is not enabled // HACK to handle cases where the tex gen is not enabled

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@ -52,7 +52,8 @@ struct pixel_shader_uid_data
u32 zfreeze : 1; u32 zfreeze : 1;
u32 msaa : 1; u32 msaa : 1;
u32 ssaa : 1; u32 ssaa : 1;
u32 pad : 16; u32 numColorChans : 2;
u32 pad : 14;
u32 texMtxInfo_n_projection : 8; // 8x1 bit u32 texMtxInfo_n_projection : 8; // 8x1 bit
u32 tevindref_bi0 : 3; u32 tevindref_bi0 : 3;

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@ -250,7 +250,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n"); out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
} }
GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, "color", "o.colors_"); GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, uid_data->numColorChans,
"color", "o.colors_");
if (uid_data->numColorChans < 2) if (uid_data->numColorChans < 2)
{ {