diff --git a/Source/Core/VideoCommon/LightingShaderGen.h b/Source/Core/VideoCommon/LightingShaderGen.h index 136e3ec50c..7603d72dde 100644 --- a/Source/Core/VideoCommon/LightingShaderGen.h +++ b/Source/Core/VideoCommon/LightingShaderGen.h @@ -48,17 +48,15 @@ static const char s_lighting_struct[] = "struct Light {\n" template static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index, - int coloralpha) + bool alpha) { - const LitChannel& chan = - (litchan_index > 1) ? xfmem.alpha[litchan_index - 2] : xfmem.color[litchan_index]; - const char* swizzle = (coloralpha == 1) ? "xyz" : (coloralpha == 2) ? "w" : "xyzw"; - const char* swizzle_components = (coloralpha == 1) ? "3" : (coloralpha == 2) ? "" : "4"; + const char* swizzle = alpha ? "a" : "rgb"; + const char* swizzle_components = (alpha) ? "" : "3"; - uid_data.attnfunc |= chan.attnfunc << (2 * litchan_index); - uid_data.diffusefunc |= chan.diffusefunc << (2 * litchan_index); + int attnfunc = (uid_data.attnfunc >> (2 * litchan_index)) & 0x3; + int diffusefunc = (uid_data.diffusefunc >> (2 * litchan_index)) & 0x3; - switch (chan.attnfunc) + switch (attnfunc) { case LIGHTATTN_NONE: case LIGHTATTN_DIR: @@ -73,8 +71,7 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, LIGHT_DIR_PARAMS(index)); object.Write("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index)); object.Write("distAttn = %s(" LIGHT_DISTATT ".xyz);\n", - (chan.diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", - LIGHT_DISTATT_PARAMS(index)); + (diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index)); object.Write("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, " "float3(1.0, attn, attn*attn));\n"); break; @@ -91,11 +88,9 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_DISTATT_PARAMS(index)); break; - default: - _assert_(0); } - switch (chan.diffusefunc) + switch (diffusefunc) { case LIGHTDIF_NONE: object.Write("lacc.%s += int%s(round(attn * float%s(" LIGHT_COL ")));\n", swizzle, @@ -104,7 +99,7 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, case LIGHTDIF_SIGN: case LIGHTDIF_CLAMP: object.Write("lacc.%s += int%s(round(attn * %sdot(ldir, _norm0)) * float%s(" LIGHT_COL ")));\n", - swizzle, swizzle_components, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," : "(", + swizzle, swizzle_components, diffusefunc != LIGHTDIF_SIGN ? "max(0.0," : "(", swizzle_components, LIGHT_COL_PARAMS(index, swizzle)); break; default: @@ -131,7 +126,8 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com object.Write("{\n"); uid_data.matsource |= xfmem.color[j].matsource << j; - if (color.matsource) // from vertex + bool colormatsource = !!(uid_data.matsource & (1 << j)); + if (colormatsource) // from vertex { if (components & (VB_HAS_COL0 << j)) object.Write("int4 mat = int4(round(%s%d * 255.0));\n", inColorName, j); @@ -146,10 +142,10 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com } uid_data.enablelighting |= xfmem.color[j].enablelighting << j; - if (color.enablelighting) + if (uid_data.enablelighting & (1 << j)) { uid_data.ambsource |= xfmem.color[j].ambsource << j; - if (color.ambsource) // from vertex + if (uid_data.ambsource & (1 << j)) // from vertex { if (components & (VB_HAS_COL0 << j)) object.Write("lacc = int4(round(%s%d * 255.0));\n", inColorName, j); @@ -158,7 +154,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com else // TODO: this isn't verified. Here we want to read the ambient from the vertex, // but the vertex itself has no color. So we don't know which value to read. - // Returing 1.0 is the same as disabled lightning, so this could be fine + // Returning 1.0 is the same as disabled lightning, so this could be fine object.Write("lacc = int4(255, 255, 255, 255);\n"); } else // from color @@ -173,9 +169,10 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com // check if alpha is different uid_data.matsource |= xfmem.alpha[j].matsource << (j + 2); - if (alpha.matsource != color.matsource) + bool alphamatsource = !!(uid_data.matsource & (1 << (j + 2))); + if (alphamatsource != colormatsource) { - if (alpha.matsource) // from vertex + if (alphamatsource) // from vertex { if (components & (VB_HAS_COL0 << j)) object.Write("mat.w = int(round(%s%d.w * 255.0));\n", inColorName, j); @@ -191,10 +188,10 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com } uid_data.enablelighting |= xfmem.alpha[j].enablelighting << (j + 2); - if (alpha.enablelighting) + if (uid_data.enablelighting & (1 << (j + 2))) { uid_data.ambsource |= xfmem.alpha[j].ambsource << (j + 2); - if (alpha.ambsource) // from vertex + if (uid_data.ambsource & (1 << (j + 2))) // from vertex { if (components & (VB_HAS_COL0 << j)) object.Write("lacc.w = int(round(%s%d.w * 255.0));\n", inColorName, j); @@ -214,53 +211,23 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com object.Write("lacc.w = 255;\n"); } - if (color.enablelighting && alpha.enablelighting) + if (uid_data.enablelighting & (1 << j)) // Color lights { - // both have lighting, test if they use the same lights - int mask = 0; uid_data.attnfunc |= color.attnfunc << (2 * j); - uid_data.attnfunc |= alpha.attnfunc << (2 * (j + 2)); uid_data.diffusefunc |= color.diffusefunc << (2 * j); - uid_data.diffusefunc |= alpha.diffusefunc << (2 * (j + 2)); uid_data.light_mask |= color.GetFullLightMask() << (8 * j); - uid_data.light_mask |= alpha.GetFullLightMask() << (8 * (j + 2)); - if (color.lightparams == alpha.lightparams) - { - mask = color.GetFullLightMask() & alpha.GetFullLightMask(); - if (mask) - { - for (int i = 0; i < 8; ++i) - { - if (mask & (1 << i)) - { - GenerateLightShader(object, uid_data, i, j, 3); - } - } - } - } - - // no shared lights for (int i = 0; i < 8; ++i) - { - if (!(mask & (1 << i)) && (color.GetFullLightMask() & (1 << i))) - GenerateLightShader(object, uid_data, i, j, 1); - if (!(mask & (1 << i)) && (alpha.GetFullLightMask() & (1 << i))) - GenerateLightShader(object, uid_data, i, j + 2, 2); - } + if (uid_data.light_mask & (1 << (i + 8 * j))) + GenerateLightShader(object, uid_data, i, j, false); } - else if (color.enablelighting || alpha.enablelighting) + if (uid_data.enablelighting & (1 << (j + 2))) // Alpha lights { - // lights are disabled on one channel so process only the active ones - const LitChannel& workingchannel = color.enablelighting ? color : alpha; - const int lit_index = color.enablelighting ? j : (j + 2); - int coloralpha = color.enablelighting ? 1 : 2; - - uid_data.light_mask |= workingchannel.GetFullLightMask() << (8 * lit_index); + uid_data.attnfunc |= alpha.attnfunc << (2 * (j + 2)); + uid_data.diffusefunc |= alpha.diffusefunc << (2 * (j + 2)); + uid_data.light_mask |= alpha.GetFullLightMask() << (8 * (j + 2)); for (int i = 0; i < 8; ++i) - { - if (workingchannel.GetFullLightMask() & (1 << i)) - GenerateLightShader(object, uid_data, i, lit_index, coloralpha); - } + if (uid_data.light_mask & (1 << (i + 8 * (j + 2)))) + GenerateLightShader(object, uid_data, i, j + 2, true); } object.Write("lacc = clamp(lacc, 0, 255);\n"); object.Write("%s%d = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j); diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index bc5da9a060..052bae7427 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -319,7 +319,7 @@ static T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType) // can be made and // doesn't define what will happen if we discard the fragment. But the way modern graphics // hardware is implemented - // means it is not unreasonable to expect the the same behaviour as early_fragment_tests. + // means it is not unreasonable to expect the same behaviour as early_fragment_tests. // We can also assume that if a driver has gone out of its way to support conservative depth and // not image_load_store // as required by OpenGL 4.2 that it will be doing the optimisation. @@ -579,7 +579,7 @@ static T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType) out.Write("\tfloat2 screenpos = rawpos.xy * " I_EFBSCALE ".xy;\n"); - // Opengl has reversed vertical screenspace coordiantes + // Opengl has reversed vertical screenspace coordinates if (ApiType == API_OPENGL) out.Write("\tscreenpos.y = %i.0 - screenpos.y;\n", EFB_HEIGHT); diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp index 618d097370..464ce00a30 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/VertexShaderGen.cpp @@ -18,14 +18,12 @@ template static T GenerateVertexShader(API_TYPE api_type) { T out; - const u32 components = VertexLoaderManager::g_current_components; // Non-uid template parameters will write to the dummy data (=> gets optimized out) vertex_shader_uid_data dummy_data; vertex_shader_uid_data* uid_data = out.template GetUidData(); - if (uid_data != nullptr) - memset(uid_data, 0, sizeof(*uid_data)); - else + if (uid_data == nullptr) uid_data = &dummy_data; + memset(uid_data, 0, sizeof(*uid_data)); _assert_(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens); _assert_(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans); @@ -46,30 +44,30 @@ static T GenerateVertexShader(API_TYPE api_type) out.Write("};\n"); uid_data->numTexGens = xfmem.numTexGen.numTexGens; - uid_data->components = components; + uid_data->components = VertexLoaderManager::g_current_components; uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting; if (api_type == API_OPENGL) { out.Write("in float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB); - if (components & VB_HAS_POSMTXIDX) + if (uid_data->components & VB_HAS_POSMTXIDX) out.Write("in int posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB); - if (components & VB_HAS_NRM0) + if (uid_data->components & VB_HAS_NRM0) out.Write("in float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB); - if (components & VB_HAS_NRM1) + if (uid_data->components & VB_HAS_NRM1) out.Write("in float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB); - if (components & VB_HAS_NRM2) + if (uid_data->components & VB_HAS_NRM2) out.Write("in float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB); - if (components & VB_HAS_COL0) + if (uid_data->components & VB_HAS_COL0) out.Write("in float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB); - if (components & VB_HAS_COL1) + if (uid_data->components & VB_HAS_COL1) out.Write("in float4 color1; // ATTR%d,\n", SHADER_COLOR1_ATTRIB); for (int i = 0; i < 8; ++i) { - u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0 << i)); - if ((components & (VB_HAS_UV0 << i)) || hastexmtx) + u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)); + if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx) out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, SHADER_TEXTURE0_ATTRIB + i); } @@ -85,13 +83,13 @@ static T GenerateVertexShader(API_TYPE api_type) // Let's set up attributes for (u32 i = 0; i < 8; ++i) { - if (i < xfmem.numTexGen.numTexGens) + if (i < uid_data->numTexGens) { out.Write("%s out float3 uv%u;\n", GetInterpolationQualifier(), i); } } out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier()); - if (g_ActiveConfig.bEnablePixelLighting) + if (uid_data->pixel_lighting) { out.Write("%s out float3 Normal;\n", GetInterpolationQualifier()); out.Write("%s out float3 WorldPos;\n", GetInterpolationQualifier()); @@ -107,23 +105,23 @@ static T GenerateVertexShader(API_TYPE api_type) out.Write("VS_OUTPUT main(\n"); // inputs - if (components & VB_HAS_NRM0) + if (uid_data->components & VB_HAS_NRM0) out.Write(" float3 rawnorm0 : NORMAL0,\n"); - if (components & VB_HAS_NRM1) + if (uid_data->components & VB_HAS_NRM1) out.Write(" float3 rawnorm1 : NORMAL1,\n"); - if (components & VB_HAS_NRM2) + if (uid_data->components & VB_HAS_NRM2) out.Write(" float3 rawnorm2 : NORMAL2,\n"); - if (components & VB_HAS_COL0) + if (uid_data->components & VB_HAS_COL0) out.Write(" float4 color0 : COLOR0,\n"); - if (components & VB_HAS_COL1) + if (uid_data->components & VB_HAS_COL1) out.Write(" float4 color1 : COLOR1,\n"); for (int i = 0; i < 8; ++i) { - u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0 << i)); - if ((components & (VB_HAS_UV0 << i)) || hastexmtx) + u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)); + if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx) out.Write(" float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i); } - if (components & VB_HAS_POSMTXIDX) + if (uid_data->components & VB_HAS_POSMTXIDX) out.Write(" int posmtx : BLENDINDICES,\n"); out.Write(" float4 rawpos : POSITION) {\n"); } @@ -131,26 +129,26 @@ static T GenerateVertexShader(API_TYPE api_type) out.Write("VS_OUTPUT o;\n"); // transforms - if (components & VB_HAS_POSMTXIDX) + if (uid_data->components & VB_HAS_POSMTXIDX) { out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES "[posmtx], rawpos), dot(" I_TRANSFORMMATRICES "[posmtx+1], rawpos), dot(" I_TRANSFORMMATRICES "[posmtx+2], rawpos), 1);\n"); - if (components & VB_HAS_NRMALL) + if (uid_data->components & VB_HAS_NRMALL) { out.Write("int normidx = posmtx & 31;\n"); out.Write("float3 N0 = " I_NORMALMATRICES "[normidx].xyz, N1 = " I_NORMALMATRICES "[normidx+1].xyz, N2 = " I_NORMALMATRICES "[normidx+2].xyz;\n"); } - if (components & VB_HAS_NRM0) + if (uid_data->components & VB_HAS_NRM0) out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, " "rawnorm0)));\n"); - if (components & VB_HAS_NRM1) + if (uid_data->components & VB_HAS_NRM1) out.Write( "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"); - if (components & VB_HAS_NRM2) + if (uid_data->components & VB_HAS_NRM2) out.Write( "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"); } @@ -158,21 +156,21 @@ static T GenerateVertexShader(API_TYPE api_type) { out.Write("float4 pos = float4(dot(" I_POSNORMALMATRIX "[0], rawpos), dot(" I_POSNORMALMATRIX "[1], rawpos), dot(" I_POSNORMALMATRIX "[2], rawpos), 1.0);\n"); - if (components & VB_HAS_NRM0) + if (uid_data->components & VB_HAS_NRM0) out.Write("float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX "[3].xyz, rawnorm0), dot(" I_POSNORMALMATRIX "[4].xyz, rawnorm0), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm0)));\n"); - if (components & VB_HAS_NRM1) + if (uid_data->components & VB_HAS_NRM1) out.Write("float3 _norm1 = float3(dot(" I_POSNORMALMATRIX "[3].xyz, rawnorm1), dot(" I_POSNORMALMATRIX "[4].xyz, rawnorm1), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm1));\n"); - if (components & VB_HAS_NRM2) + if (uid_data->components & VB_HAS_NRM2) out.Write("float3 _norm2 = float3(dot(" I_POSNORMALMATRIX "[3].xyz, rawnorm2), dot(" I_POSNORMALMATRIX "[4].xyz, rawnorm2), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm2));\n"); } - if (!(components & VB_HAS_NRM0)) + if (!(uid_data->components & VB_HAS_NRM0)) out.Write("float3 _norm0 = float3(0.0, 0.0, 0.0);\n"); out.Write("o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION @@ -183,19 +181,19 @@ static T GenerateVertexShader(API_TYPE api_type) "float dist, dist2, attn;\n"); uid_data->numColorChans = xfmem.numChan.numColorChans; - if (xfmem.numChan.numColorChans == 0) + if (uid_data->numColorChans == 0) { - if (components & VB_HAS_COL0) + if (uid_data->components & VB_HAS_COL0) out.Write("o.colors_0 = color0;\n"); else out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n"); } - GenerateLightingShader(out, uid_data->lighting, components, "color", "o.colors_"); + GenerateLightingShader(out, uid_data->lighting, uid_data->components, "color", "o.colors_"); - if (xfmem.numChan.numColorChans < 2) + if (uid_data->numColorChans < 2) { - if (components & VB_HAS_COL1) + if (uid_data->components & VB_HAS_COL1) out.Write("o.colors_1 = color1;\n"); else out.Write("o.colors_1 = o.colors_0;\n"); @@ -203,20 +201,21 @@ static T GenerateVertexShader(API_TYPE api_type) // transform texcoords out.Write("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n"); - for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i) + for (unsigned int i = 0; i < uid_data->numTexGens; ++i) { - TexMtxInfo& texinfo = xfmem.texMtxInfo[i]; + auto& texinfo = uid_data->texMtxInfo[i]; out.Write("{\n"); out.Write("coord = float4(0.0, 0.0, 1.0, 1.0);\n"); - uid_data->texMtxInfo[i].sourcerow = xfmem.texMtxInfo[i].sourcerow; + texinfo.sourcerow = xfmem.texMtxInfo[i].sourcerow; + texinfo.texgentype = xfmem.texMtxInfo[i].texgentype; switch (texinfo.sourcerow) { case XF_SRCGEOM_INROW: out.Write("coord.xyz = rawpos.xyz;\n"); break; case XF_SRCNORMAL_INROW: - if (components & VB_HAS_NRM0) + if (uid_data->components & VB_HAS_NRM0) { out.Write("coord.xyz = rawnorm0.xyz;\n"); } @@ -226,20 +225,20 @@ static T GenerateVertexShader(API_TYPE api_type) texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1); break; case XF_SRCBINORMAL_T_INROW: - if (components & VB_HAS_NRM1) + if (uid_data->components & VB_HAS_NRM1) { out.Write("coord.xyz = rawnorm1.xyz;\n"); } break; case XF_SRCBINORMAL_B_INROW: - if (components & VB_HAS_NRM2) + if (uid_data->components & VB_HAS_NRM2) { out.Write("coord.xyz = rawnorm2.xyz;\n"); } break; default: _assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW); - if (components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW))) + if (uid_data->components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW))) out.Write("coord = float4(tex%d.x, tex%d.y, 1.0, 1.0);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW); break; @@ -250,16 +249,15 @@ static T GenerateVertexShader(API_TYPE api_type) out.Write("coord.z = 1.0;\n"); // first transformation - uid_data->texMtxInfo[i].texgentype = xfmem.texMtxInfo[i].texgentype; switch (texinfo.texgentype) { case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map - if (components & (VB_HAS_NRM1 | VB_HAS_NRM2)) + if (uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2)) { // transform the light dir into tangent space - uid_data->texMtxInfo[i].embosslightshift = xfmem.texMtxInfo[i].embosslightshift; - uid_data->texMtxInfo[i].embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift; + texinfo.embosslightshift = xfmem.texMtxInfo[i].embosslightshift; + texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift; out.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(texinfo.embosslightshift)); out.Write( @@ -271,7 +269,7 @@ static T GenerateVertexShader(API_TYPE api_type) // The following assert was triggered in House of the Dead Overkill and Star Wars Rogue // Squadron 2 //_assert_(0); // should have normals - uid_data->texMtxInfo[i].embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift; + texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift; out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift); } @@ -285,10 +283,10 @@ static T GenerateVertexShader(API_TYPE api_type) case XF_TEXGEN_REGULAR: default: uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i; - if (components & (VB_HAS_TEXMTXIDX0 << i)) + if (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)) { out.Write("int tmp = int(tex%d.z);\n", i); - if (texinfo.projection == XF_TEXPROJ_STQ) + if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ) out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES "[tmp]), dot(coord, " I_TRANSFORMMATRICES "[tmp+1]), dot(coord, " I_TRANSFORMMATRICES "[tmp+2]));\n", @@ -300,7 +298,7 @@ static T GenerateVertexShader(API_TYPE api_type) } else { - if (texinfo.projection == XF_TEXPROJ_STQ) + if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ) out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES "[%d]), dot(coord, " I_TEXMATRICES "[%d]), dot(coord, " I_TEXMATRICES "[%d]));\n", @@ -315,18 +313,17 @@ static T GenerateVertexShader(API_TYPE api_type) uid_data->dualTexTrans_enabled = xfmem.dualTexTrans.enabled; // CHECKME: does this only work for regular tex gen types? - if (xfmem.dualTexTrans.enabled && texinfo.texgentype == XF_TEXGEN_REGULAR) + if (uid_data->dualTexTrans_enabled && texinfo.texgentype == XF_TEXGEN_REGULAR) { - const PostMtxInfo& postInfo = xfmem.postMtxInfo[i]; + auto& postInfo = uid_data->postMtxInfo[i]; - uid_data->postMtxInfo[i].index = xfmem.postMtxInfo[i].index; - int postidx = postInfo.index; + postInfo.index = xfmem.postMtxInfo[i].index; out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES "[%d];\n" "float4 P1 = " I_POSTTRANSFORMMATRICES "[%d];\n" "float4 P2 = " I_POSTTRANSFORMMATRICES "[%d];\n", - postidx & 0x3f, (postidx + 1) & 0x3f, (postidx + 2) & 0x3f); + postInfo.index & 0x3f, (postInfo.index + 1) & 0x3f, (postInfo.index + 2) & 0x3f); - uid_data->postMtxInfo[i].normalize = xfmem.postMtxInfo[i].normalize; + postInfo.normalize = xfmem.postMtxInfo[i].normalize; if (postInfo.normalize) out.Write("o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i); @@ -342,15 +339,15 @@ static T GenerateVertexShader(API_TYPE api_type) // clipPos/w needs to be done in pixel shader, not here out.Write("o.clipPos = o.pos;\n"); - if (g_ActiveConfig.bEnablePixelLighting) + if (uid_data->pixel_lighting) { out.Write("o.Normal = _norm0;\n"); out.Write("o.WorldPos = pos.xyz;\n"); - if (components & VB_HAS_COL0) + if (uid_data->components & VB_HAS_COL0) out.Write("o.colors_0 = color0;\n"); - if (components & VB_HAS_COL1) + if (uid_data->components & VB_HAS_COL1) out.Write("o.colors_1 = color1;\n"); } @@ -396,10 +393,10 @@ static T GenerateVertexShader(API_TYPE api_type) { // TODO: Pass interface blocks between shader stages even if geometry shaders // are not supported, however that will require at least OpenGL 3.2 support. - for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i) + for (unsigned int i = 0; i < uid_data->numTexGens; ++i) out.Write("uv%d.xyz = o.tex%d;\n", i, i); out.Write("clipPos = o.clipPos;\n"); - if (g_ActiveConfig.bEnablePixelLighting) + if (uid_data->pixel_lighting) { out.Write("Normal = o.Normal;\n"); out.Write("WorldPos = o.WorldPos;\n");