diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index 48cd5b8fec..742f9c0a60 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -316,51 +316,30 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T // As a workaround, we interpolate at the centroid of the coveraged pixel, which // is always inside the primitive. // Without MSAA, this flag is defined to have no effect. + out.Write("centroid in VS_OUTPUT vs;\n"); + uid_data->stereo = g_ActiveConfig.iStereoMode > 0; if (g_ActiveConfig.iStereoMode > 0) - { - out.Write("centroid in VS_OUTPUT vs;\n"); out.Write("flat in int layer;\n"); - } - else - { - out.Write("centroid in float4 colors_02;\n"); - out.Write("centroid in float4 colors_12;\n"); - - // compute window position if needed because binding semantic WPOS is not widely supported - // Let's set up attributes - for (unsigned int i = 0; i < numTexgen; ++i) - { - out.Write("centroid in float3 uv%d;\n", i); - } - out.Write("centroid in float4 clipPos;\n"); - if (g_ActiveConfig.bEnablePixelLighting) - { - out.Write("centroid in float4 Normal;\n"); - } - } out.Write("void main()\n{\n"); - if (g_ActiveConfig.iStereoMode > 0) + // compute window position if needed because binding semantic WPOS is not widely supported + // Let's set up attributes + for (unsigned int i = 0; i < numTexgen; ++i) { - // compute window position if needed because binding semantic WPOS is not widely supported - // Let's set up attributes - for (unsigned int i = 0; i < numTexgen; ++i) - { - out.Write("\tfloat3 uv%d = vs.tex%d;\n", i, i); - } - out.Write("\tfloat4 clipPos = vs.clipPos;\n"); - if (g_ActiveConfig.bEnablePixelLighting) - { - out.Write("\tfloat4 Normal = vs.Normal;\n"); - } + out.Write("\tfloat3 uv%d = vs.tex%d;\n", i, i); + } + out.Write("\tfloat4 clipPos = vs.clipPos;\n"); + if (g_ActiveConfig.bEnablePixelLighting) + { + out.Write("\tfloat4 Normal = vs.Normal;\n"); } // On Mali, global variables must be initialized as constants. // This is why we initialize these variables locally instead. - out.Write("\tfloat4 colors_0 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "vs.colors_0" : "colors_02"); - out.Write("\tfloat4 colors_1 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "vs.colors_1" : "colors_12"); + out.Write("\tfloat4 colors_0 = vs.colors_0;\n"); + out.Write("\tfloat4 colors_1 = vs.colors_1;\n"); out.Write("\tfloat4 rawpos = gl_FragCoord;\n"); } diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp index 00db2b0f02..80e025386f 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/VertexShaderGen.cpp @@ -72,33 +72,9 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, SHADER_TEXTURE0_ATTRIB + i); } - uid_data->stereo = g_ActiveConfig.iStereoMode > 0; - if (g_ActiveConfig.iStereoMode > 0) - { - out.Write("centroid out VS_OUTPUT o;\n"); - } - else - { - // Let's set up attributes - for (size_t i = 0; i < 8; ++i) - { - if (i < xfmem.numTexGen.numTexGens) - { - out.Write("centroid out float3 uv%d;\n", i); - } - } - - out.Write("centroid out float4 clipPos;\n"); - if (g_ActiveConfig.bEnablePixelLighting) - out.Write("centroid out float4 Normal;\n"); - out.Write("centroid out float4 colors_02;\n"); - out.Write("centroid out float4 colors_12;\n"); - } + out.Write("centroid out VS_OUTPUT o;\n"); out.Write("void main()\n{\n"); - - if (g_ActiveConfig.iStereoMode <= 0) - out.Write("VS_OUTPUT o;\n"); } else // D3D { @@ -384,25 +360,6 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ if (api_type == API_OPENGL) { - if (g_ActiveConfig.iStereoMode <= 0) - { - // Bit ugly here - // TODO: Make pretty - // Will look better when we bind uniforms in GLSL 1.3 - // clipPos/w needs to be done in pixel shader, not here - - for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i) - out.Write("uv%d.xyz = o.tex%d;\n", i, i); - - out.Write("clipPos = o.clipPos;\n"); - - if (g_ActiveConfig.bEnablePixelLighting) - out.Write("Normal = o.Normal;\n"); - - out.Write("colors_02 = o.colors_0;\n"); - out.Write("colors_12 = o.colors_1;\n"); - } - out.Write("gl_Position = o.pos;\n"); } else // D3D diff --git a/Source/Core/VideoCommon/VertexShaderGen.h b/Source/Core/VideoCommon/VertexShaderGen.h index 1f08c1963a..b97f577061 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.h +++ b/Source/Core/VideoCommon/VertexShaderGen.h @@ -37,7 +37,7 @@ struct vertex_shader_uid_data u32 numColorChans : 2; u32 dualTexTrans_enabled : 1; u32 pixel_lighting : 1; - u32 stereo : 1; + u32 pad : 1; u32 texMtxInfo_n_projection : 16; // Stored separately to guarantee that the texMtxInfo struct is 8 bits wide struct {