Remove global refrences from common code.
Bug Fix: Previously vertex shaders and geometery shaders didn't track antialaising state in their UIDs, which could cause AA bugs on directx.
This commit is contained in:
parent
0d996f512b
commit
4969415f38
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@ -20,6 +20,12 @@ static void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_
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template <class T>
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static void EndPrimitive(T& out, API_TYPE ApiType);
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template <class T>
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static void EmitVertex(T& out, geometry_shader_uid_data* uid_data, const char* vertex,
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API_TYPE ApiType, bool first_vertex = false);
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template <class T>
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static void EndPrimitive(T& out, geometry_shader_uid_data* uid_data, API_TYPE ApiType);
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template <class T>
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static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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{
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@ -40,6 +46,8 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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if (g_ActiveConfig.bWireFrame)
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vertex_out++;
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uid_data->msaa = g_ActiveConfig.iMultisamples > 1;
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uid_data->ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA;
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uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
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if (ApiType == API_OPENGL)
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{
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@ -77,7 +85,7 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
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out.Write("struct VS_OUTPUT {\n");
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GenerateVSOutputMembers<T>(out, ApiType, "");
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GenerateVSOutputMembers<T>(out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting, "");
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out.Write("};\n");
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if (ApiType == API_OPENGL)
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@ -86,11 +94,15 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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out.Write("#define InstanceID gl_InvocationID\n");
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out.Write("in VertexData {\n");
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GenerateVSOutputMembers<T>(out, ApiType, GetInterpolationQualifier(true, true));
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GenerateVSOutputMembers<T>(
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out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, true));
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out.Write("} vs[%d];\n", vertex_in);
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out.Write("out VertexData {\n");
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GenerateVSOutputMembers<T>(out, ApiType, GetInterpolationQualifier(true, false));
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GenerateVSOutputMembers<T>(
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out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true));
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if (g_ActiveConfig.iStereoMode > 0)
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out.Write("\tflat int layer;\n");
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@ -135,8 +147,8 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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if (ApiType == API_OPENGL)
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{
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out.Write("\tVS_OUTPUT start, end;\n");
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AssignVSOutputMembers(out, "start", "vs[0]");
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AssignVSOutputMembers(out, "end", "vs[1]");
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AssignVSOutputMembers(out, "start", "vs[0]", uid_data->numTexGens, uid_data->pixel_lighting);
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AssignVSOutputMembers(out, "end", "vs[1]", uid_data->numTexGens, uid_data->pixel_lighting);
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}
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else
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{
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@ -166,11 +178,11 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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if (ApiType == API_OPENGL)
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{
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out.Write("\tVS_OUTPUT center;\n");
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AssignVSOutputMembers(out, "center", "vs[0]");
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AssignVSOutputMembers(out, "center", "vs[0]", uid_data->numTexGens, uid_data->pixel_lighting);
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}
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else
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{
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out.Write("\tVS_OUTPUT center = o[0];\n");
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out.Write("\tVS_OUTPUT center = o[0];\n", uid_data->numTexGens, uid_data->pixel_lighting);
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}
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// Offset from center to upper right vertex
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@ -197,7 +209,7 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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if (ApiType == API_OPENGL)
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{
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out.Write("\tVS_OUTPUT f;\n");
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AssignVSOutputMembers(out, "f", "vs[i]");
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AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, uid_data->pixel_lighting);
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}
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else
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{
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@ -239,8 +251,8 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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}
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out.Write("\t}\n");
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EmitVertex<T>(out, "l", ApiType, true);
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EmitVertex<T>(out, "r", ApiType);
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EmitVertex<T>(out, uid_data, "l", ApiType, true);
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EmitVertex<T>(out, uid_data, "r", ApiType);
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}
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else if (primitive_type == PRIMITIVE_POINTS)
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{
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@ -268,19 +280,19 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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}
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out.Write("\t}\n");
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EmitVertex<T>(out, "ll", ApiType, true);
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EmitVertex<T>(out, "lr", ApiType);
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EmitVertex<T>(out, "ul", ApiType);
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EmitVertex<T>(out, "ur", ApiType);
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EmitVertex<T>(out, uid_data, "ll", ApiType, true);
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EmitVertex<T>(out, uid_data, "lr", ApiType);
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EmitVertex<T>(out, uid_data, "ul", ApiType);
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EmitVertex<T>(out, uid_data, "ur", ApiType);
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}
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else
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{
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EmitVertex<T>(out, "f", ApiType, true);
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EmitVertex<T>(out, uid_data, "f", ApiType, true);
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}
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out.Write("\t}\n");
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EndPrimitive<T>(out, ApiType);
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EndPrimitive<T>(out, uid_data, ApiType);
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if (g_ActiveConfig.iStereoMode > 0 && !g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("\t}\n");
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@ -291,7 +303,8 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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}
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template <class T>
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static void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_vertex)
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static void EmitVertex(T& out, geometry_shader_uid_data* uid_data, const char* vertex,
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API_TYPE ApiType, bool first_vertex)
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{
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if (g_ActiveConfig.bWireFrame && first_vertex)
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out.Write("\tif (i == 0) first = %s;\n", vertex);
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@ -299,7 +312,7 @@ static void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_
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if (ApiType == API_OPENGL)
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{
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out.Write("\tgl_Position = %s.pos;\n", vertex);
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AssignVSOutputMembers(out, "ps", vertex);
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AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, uid_data->pixel_lighting);
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}
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else
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{
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@ -312,10 +325,10 @@ static void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_
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out.Write("\toutput.Append(ps);\n");
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}
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template <class T>
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static void EndPrimitive(T& out, API_TYPE ApiType)
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static void EndPrimitive(T& out, geometry_shader_uid_data* uid_data, API_TYPE ApiType)
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{
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if (g_ActiveConfig.bWireFrame)
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EmitVertex<T>(out, "first", ApiType);
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EmitVertex<T>(out, uid_data, "first", ApiType);
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if (ApiType == API_OPENGL)
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out.Write("\tEndPrimitive();\n");
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@ -23,6 +23,8 @@ struct geometry_shader_uid_data
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u32 pixel_lighting : 1;
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u32 primitive_type : 2;
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u32 wireframe : 1;
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u32 msaa : 1;
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u32 ssaa : 1;
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};
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#pragma pack()
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@ -281,7 +281,8 @@ static T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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}
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out.Write("struct VS_OUTPUT {\n");
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GenerateVSOutputMembers<T>(out, ApiType, "");
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GenerateVSOutputMembers<T>(out, ApiType, uid_data->genMode_numtexgens,
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uid_data->per_pixel_lighting, "");
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out.Write("};\n");
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{
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@ -374,7 +375,9 @@ static T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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out.Write("in VertexData {\n");
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GenerateVSOutputMembers<T>(out, ApiType, GetInterpolationQualifier(true, true));
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GenerateVSOutputMembers<T>(
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out, ApiType, uid_data->genMode_numtexgens, uid_data->per_pixel_lighting,
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, true));
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if (uid_data->stereo)
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out.Write("\tflat int layer;\n");
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@ -383,19 +386,25 @@ static T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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}
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else
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{
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out.Write("%s in float4 colors_0;\n", GetInterpolationQualifier());
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out.Write("%s in float4 colors_1;\n", GetInterpolationQualifier());
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out.Write("%s in float4 colors_0;\n",
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
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out.Write("%s in float4 colors_1;\n",
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
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// compute window position if needed because binding semantic WPOS is not widely supported
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// Let's set up attributes
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for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
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{
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out.Write("%s in float3 uv%d;\n", GetInterpolationQualifier(), i);
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out.Write("%s in float3 uv%d;\n", GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa),
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i);
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}
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out.Write("%s in float4 clipPos;\n", GetInterpolationQualifier());
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out.Write("%s in float4 clipPos;\n",
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
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if (uid_data->per_pixel_lighting)
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{
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out.Write("%s in float3 Normal;\n", GetInterpolationQualifier());
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out.Write("%s in float3 WorldPos;\n", GetInterpolationQualifier());
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out.Write("%s in float3 Normal;\n",
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
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out.Write("%s in float3 WorldPos;\n",
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
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}
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}
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@ -417,19 +426,25 @@ static T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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"",
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uid_data->per_pixel_depth ? "\n out float depth : SV_Depth," : "");
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out.Write(" in %s float4 colors_0 : COLOR0,\n", GetInterpolationQualifier());
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out.Write(" in %s float4 colors_1 : COLOR1\n", GetInterpolationQualifier());
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out.Write(" in %s float4 colors_0 : COLOR0,\n",
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
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out.Write(" in %s float4 colors_1 : COLOR1\n",
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
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// compute window position if needed because binding semantic WPOS is not widely supported
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for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
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out.Write(",\n in %s float3 uv%d : TEXCOORD%d", GetInterpolationQualifier(), i, i);
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out.Write(",\n in %s float4 clipPos : TEXCOORD%d", GetInterpolationQualifier(),
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out.Write(",\n in %s float3 uv%d : TEXCOORD%d",
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa), i, i);
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out.Write(",\n in %s float4 clipPos : TEXCOORD%d",
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa),
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uid_data->genMode_numtexgens);
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if (uid_data->per_pixel_lighting)
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{
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out.Write(",\n in %s float3 Normal : TEXCOORD%d", GetInterpolationQualifier(),
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out.Write(",\n in %s float3 Normal : TEXCOORD%d",
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa),
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uid_data->genMode_numtexgens + 1);
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out.Write(",\n in %s float3 WorldPos : TEXCOORD%d", GetInterpolationQualifier(),
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out.Write(",\n in %s float3 WorldPos : TEXCOORD%d",
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa),
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uid_data->genMode_numtexgens + 2);
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}
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if (uid_data->stereo)
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@ -245,40 +245,41 @@ inline void DefineOutputMember(T& object, API_TYPE api_type, const char* qualifi
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}
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template <class T>
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inline void GenerateVSOutputMembers(T& object, API_TYPE api_type, const char* qualifier)
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inline void GenerateVSOutputMembers(T& object, API_TYPE api_type, u32 texgens,
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bool per_pixel_lighting, const char* qualifier)
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{
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DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, "POSITION");
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DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 0, "COLOR", 0);
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DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 1, "COLOR", 1);
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for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
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for (unsigned int i = 0; i < texgens; ++i)
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DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, "TEXCOORD", i);
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DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD",
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xfmem.numTexGen.numTexGens);
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DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD", texgens);
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if (g_ActiveConfig.bEnablePixelLighting)
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if (per_pixel_lighting)
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{
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DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, "TEXCOORD",
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xfmem.numTexGen.numTexGens + 1);
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texgens + 1);
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DefineOutputMember(object, api_type, qualifier, "float3", "WorldPos", -1, "TEXCOORD",
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xfmem.numTexGen.numTexGens + 2);
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texgens + 2);
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}
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}
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template <class T>
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inline void AssignVSOutputMembers(T& object, const char* a, const char* b)
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inline void AssignVSOutputMembers(T& object, const char* a, const char* b, u32 texgens,
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bool per_pixel_lighting)
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{
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object.Write("\t%s.pos = %s.pos;\n", a, b);
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object.Write("\t%s.colors_0 = %s.colors_0;\n", a, b);
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object.Write("\t%s.colors_1 = %s.colors_1;\n", a, b);
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for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
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for (unsigned int i = 0; i < texgens; ++i)
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object.Write("\t%s.tex%d = %s.tex%d;\n", a, i, b, i);
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object.Write("\t%s.clipPos = %s.clipPos;\n", a, b);
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if (g_ActiveConfig.bEnablePixelLighting)
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if (per_pixel_lighting)
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{
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object.Write("\t%s.Normal = %s.Normal;\n", a, b);
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object.Write("\t%s.WorldPos = %s.WorldPos;\n", a, b);
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@ -293,23 +294,24 @@ inline void AssignVSOutputMembers(T& object, const char* a, const char* b)
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// As a workaround, we interpolate at the centroid of the coveraged pixel, which
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// is always inside the primitive.
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// Without MSAA, this flag is defined to have no effect.
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inline const char* GetInterpolationQualifier(bool in_glsl_interface_block = false, bool in = false)
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inline const char* GetInterpolationQualifier(bool msaa, bool ssaa,
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bool in_glsl_interface_block = false, bool in = false)
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{
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if (g_ActiveConfig.iMultisamples <= 1)
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if (!msaa)
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return "";
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// Without GL_ARB_shading_language_420pack support, the interpolation qualifier must be
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// "centroid in" and not "centroid", even within an interface block.
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if (in_glsl_interface_block && !g_ActiveConfig.backend_info.bSupportsBindingLayout)
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{
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if (!g_ActiveConfig.bSSAA)
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if (!ssaa)
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return in ? "centroid in" : "centroid out";
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else
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return in ? "sample in" : "sample out";
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}
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else
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{
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if (!g_ActiveConfig.bSSAA)
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if (!ssaa)
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return "centroid";
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else
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return "sample";
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@ -39,13 +39,15 @@ static T GenerateVertexShader(API_TYPE api_type)
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out.Write(s_shader_uniforms);
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out.Write("};\n");
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out.Write("struct VS_OUTPUT {\n");
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GenerateVSOutputMembers<T>(out, api_type, "");
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out.Write("};\n");
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uid_data->numTexGens = xfmem.numTexGen.numTexGens;
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uid_data->components = VertexLoaderManager::g_current_components;
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uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
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uid_data->msaa = g_ActiveConfig.iMultisamples > 1;
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uid_data->ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA;
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out.Write("struct VS_OUTPUT {\n");
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GenerateVSOutputMembers<T>(out, api_type, uid_data->numTexGens, uid_data->pixel_lighting, "");
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out.Write("};\n");
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if (api_type == API_OPENGL)
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{
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@ -75,7 +77,9 @@ static T GenerateVertexShader(API_TYPE api_type)
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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out.Write("out VertexData {\n");
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GenerateVSOutputMembers<T>(out, api_type, GetInterpolationQualifier(true, false));
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GenerateVSOutputMembers<T>(
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out, api_type, uid_data->numTexGens, uid_data->pixel_lighting,
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true));
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out.Write("} vs;\n");
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}
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else
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@ -85,17 +89,23 @@ static T GenerateVertexShader(API_TYPE api_type)
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{
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if (i < uid_data->numTexGens)
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{
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out.Write("%s out float3 uv%u;\n", GetInterpolationQualifier(), i);
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out.Write("%s out float3 uv%u;\n",
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa), i);
|
||||
}
|
||||
}
|
||||
out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier());
|
||||
out.Write("%s out float4 clipPos;\n",
|
||||
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
|
||||
if (uid_data->pixel_lighting)
|
||||
{
|
||||
out.Write("%s out float3 Normal;\n", GetInterpolationQualifier());
|
||||
out.Write("%s out float3 WorldPos;\n", GetInterpolationQualifier());
|
||||
out.Write("%s out float3 Normal;\n",
|
||||
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
|
||||
out.Write("%s out float3 WorldPos;\n",
|
||||
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
|
||||
}
|
||||
out.Write("%s out float4 colors_0;\n", GetInterpolationQualifier());
|
||||
out.Write("%s out float4 colors_1;\n", GetInterpolationQualifier());
|
||||
out.Write("%s out float4 colors_0;\n",
|
||||
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
|
||||
out.Write("%s out float4 colors_1;\n",
|
||||
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
|
||||
}
|
||||
|
||||
out.Write("void main()\n{\n");
|
||||
|
@ -387,7 +397,7 @@ static T GenerateVertexShader(API_TYPE api_type)
|
|||
{
|
||||
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
|
||||
{
|
||||
AssignVSOutputMembers(out, "vs", "o");
|
||||
AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, uid_data->pixel_lighting);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -37,10 +37,13 @@ struct vertex_shader_uid_data
|
|||
u32 numColorChans : 2;
|
||||
u32 dualTexTrans_enabled : 1;
|
||||
u32 pixel_lighting : 1;
|
||||
u32 pad : 1;
|
||||
u32 msaa : 1;
|
||||
|
||||
u32 ssaa : 1;
|
||||
u32 texMtxInfo_n_projection : 16; // Stored separately to guarantee that the texMtxInfo struct is
|
||||
// 8 bits wide
|
||||
u32 pad : 15;
|
||||
|
||||
struct
|
||||
{
|
||||
u32 inputform : 2;
|
||||
|
|
Loading…
Reference in New Issue