From 0cd94b5bc769286ce803d3a4045ce817334826cf Mon Sep 17 00:00:00 2001 From: NeoBrainX Date: Wed, 14 Aug 2013 11:47:23 +0000 Subject: [PATCH] VertexShaderGen: Cleanup. --- .../Core/VideoCommon/Src/VertexShaderGen.cpp | 25 +++---------------- 1 file changed, 4 insertions(+), 21 deletions(-) diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp index e44e01a13b..ad090fb839 100644 --- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp @@ -92,8 +92,6 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ _assert_(bpmem.genMode.numtexgens == xfregs.numTexGen.numTexGens); _assert_(bpmem.genMode.numcolchans == xfregs.numChan.numColorChans); - bool is_d3d = (api_type & API_D3D9 || api_type == API_D3D11); - // uniforms if (g_ActiveConfig.backend_info.bSupportsGLSLUBO) out.Write("layout(std140) uniform VSBlock {\n"); @@ -177,19 +175,9 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ if (components & VB_HAS_NRM0) out.Write(" float3 rawnorm0 : NORMAL0,\n"); if (components & VB_HAS_NRM1) - { - if (is_d3d) - out.Write(" float3 rawnorm1 : NORMAL1,\n"); - else - out.Write(" float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB); - } + out.Write(" float3 rawnorm1 : NORMAL1,\n"); if (components & VB_HAS_NRM2) - { - if (is_d3d) - out.Write(" float3 rawnorm2 : NORMAL2,\n"); - else - out.Write(" float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB); - } + out.Write(" float3 rawnorm2 : NORMAL2,\n"); if (components & VB_HAS_COL0) out.Write(" float4 color0 : COLOR0,\n"); if (components & VB_HAS_COL1) @@ -201,12 +189,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ out.Write(" float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i); } if (components & VB_HAS_POSMTXIDX) - { - if (is_d3d) - out.Write(" float4 blend_indices : BLENDINDICES,\n"); - else - out.Write(" float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB); - } + out.Write(" float4 blend_indices : BLENDINDICES,\n"); out.Write(" float4 rawpos : POSITION) {\n"); } out.Write("VS_OUTPUT o;\n"); @@ -471,7 +454,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ //write the true depth value, if the game uses depth textures pixel shaders will override with the correct values //if not early z culling will improve speed - if (is_d3d) + if (api_type & API_D3D9 || api_type == API_D3D11) { out.Write("o.pos.z = " I_DEPTHPARAMS".x * o.pos.w + o.pos.z * " I_DEPTHPARAMS".y;\n"); }