Fix compilation with g++ 4.7 and some warnings. Fixes issue 5347.
This commit is contained in:
parent
5d9ac22d58
commit
722480cb2e
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@ -21,6 +21,7 @@
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#ifdef _WIN32
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#define SLEEP(x) Sleep(x)
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#else
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#include <unistd.h>
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#define SLEEP(x) usleep(x*1000)
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#endif
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@ -153,17 +153,17 @@ void CalculateVertexElementSizes(int sizes[], int vatIndex, const CPMemory &cpMe
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const VAT &vtxAttr = cpMem.vtxAttr[vatIndex];
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// Colors
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const int colDesc[2] = {vtxDesc.Color0, vtxDesc.Color1};
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const int colComp[2] = {vtxAttr.g0.Color0Comp, vtxAttr.g0.Color1Comp};
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const u32 colDesc[2] = {vtxDesc.Color0, vtxDesc.Color1};
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const u32 colComp[2] = {vtxAttr.g0.Color0Comp, vtxAttr.g0.Color1Comp};
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const int tcElements[8] =
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const u32 tcElements[8] =
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{
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vtxAttr.g0.Tex0CoordElements, vtxAttr.g1.Tex1CoordElements, vtxAttr.g1.Tex2CoordElements,
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vtxAttr.g1.Tex3CoordElements, vtxAttr.g1.Tex4CoordElements, vtxAttr.g2.Tex5CoordElements,
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vtxAttr.g2.Tex6CoordElements, vtxAttr.g2.Tex7CoordElements
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};
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const int tcFormat[8] =
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const u32 tcFormat[8] =
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{
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vtxAttr.g0.Tex0CoordFormat, vtxAttr.g1.Tex1CoordFormat, vtxAttr.g1.Tex2CoordFormat,
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vtxAttr.g1.Tex3CoordFormat, vtxAttr.g1.Tex4CoordFormat, vtxAttr.g2.Tex5CoordFormat,
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@ -556,22 +556,22 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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WRITE(p, "\n");
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WRITE(p, "uniform float4 "I_COLORS"[4] : register(c%d);\n", C_COLORS);
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WRITE(p, "uniform float4 "I_KCOLORS"[4] : register(c%d);\n", C_KCOLORS);
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WRITE(p, "uniform float4 "I_ALPHA"[1] : register(c%d);\n", C_ALPHA);
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WRITE(p, "uniform float4 "I_TEXDIMS"[8] : register(c%d);\n", C_TEXDIMS);
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WRITE(p, "uniform float4 "I_ZBIAS"[2] : register(c%d);\n", C_ZBIAS);
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WRITE(p, "uniform float4 "I_INDTEXSCALE"[2] : register(c%d);\n", C_INDTEXSCALE);
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WRITE(p, "uniform float4 "I_INDTEXMTX"[6] : register(c%d);\n", C_INDTEXMTX);
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WRITE(p, "uniform float4 "I_FOG"[3] : register(c%d);\n", C_FOG);
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WRITE(p, "uniform float4 " I_COLORS"[4] : register(c%d);\n", C_COLORS);
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WRITE(p, "uniform float4 " I_KCOLORS"[4] : register(c%d);\n", C_KCOLORS);
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WRITE(p, "uniform float4 " I_ALPHA"[1] : register(c%d);\n", C_ALPHA);
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WRITE(p, "uniform float4 " I_TEXDIMS"[8] : register(c%d);\n", C_TEXDIMS);
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WRITE(p, "uniform float4 " I_ZBIAS"[2] : register(c%d);\n", C_ZBIAS);
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WRITE(p, "uniform float4 " I_INDTEXSCALE"[2] : register(c%d);\n", C_INDTEXSCALE);
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WRITE(p, "uniform float4 " I_INDTEXMTX"[6] : register(c%d);\n", C_INDTEXMTX);
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WRITE(p, "uniform float4 " I_FOG"[3] : register(c%d);\n", C_FOG);
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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WRITE(p,"typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n");
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WRITE(p,"typedef struct { Light lights[8]; } s_"I_PLIGHTS";\n");
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WRITE(p, "uniform s_"I_PLIGHTS" "I_PLIGHTS" : register(c%d);\n", C_PLIGHTS);
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WRITE(p, "typedef struct { float4 C0, C1, C2, C3; } s_"I_PMATERIALS";\n");
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WRITE(p, "uniform s_"I_PMATERIALS" "I_PMATERIALS" : register(c%d);\n", C_PMATERIALS);
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WRITE(p,"typedef struct { Light lights[8]; } s_" I_PLIGHTS";\n");
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WRITE(p, "uniform s_" I_PLIGHTS" " I_PLIGHTS" : register(c%d);\n", C_PLIGHTS);
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WRITE(p, "typedef struct { float4 C0, C1, C2, C3; } s_" I_PMATERIALS";\n");
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WRITE(p, "uniform s_" I_PMATERIALS" " I_PMATERIALS" : register(c%d);\n", C_PMATERIALS);
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}
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WRITE(p, "void main(\n");
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@ -635,7 +635,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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}
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else if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
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{
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WRITE(p, " ocol0 = "I_ALPHA"[0].aaaa;\n");
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WRITE(p, " ocol0 = " I_ALPHA"[0].aaaa;\n");
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}
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if(!Pretest || dstAlphaMode == DSTALPHA_ALPHA_PASS)
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{
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@ -644,7 +644,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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}
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}
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WRITE(p, " float4 c0 = "I_COLORS"[1], c1 = "I_COLORS"[2], c2 = "I_COLORS"[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);\n"
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WRITE(p, " float4 c0 = " I_COLORS"[1], c1 = " I_COLORS"[2], c2 = " I_COLORS"[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);\n"
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" float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f);\n"
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" float4 alphabump=float4(0.0f,0.0f,0.0f,0.0f);\n"
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" float3 tevcoord=float3(0.0f, 0.0f, 0.0f);\n"
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@ -695,7 +695,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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WRITE(p, " uv%d.xy = uv%d.xy / uv%d.z;\n", i, i, i);
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}
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WRITE(p, "uv%d.xy = uv%d.xy * "I_TEXDIMS"[%d].zw;\n", i, i, i);
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WRITE(p, "uv%d.xy = uv%d.xy * " I_TEXDIMS"[%d].zw;\n", i, i, i);
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}
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}
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@ -707,7 +707,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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int texcoord = bpmem.tevindref.getTexCoord(i);
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if (texcoord < numTexgen)
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WRITE(p, "tempcoord = uv%d.xy * "I_INDTEXSCALE"[%d].%s;\n", texcoord, i/2, (i&1)?"zw":"xy");
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WRITE(p, "tempcoord = uv%d.xy * " I_INDTEXSCALE"[%d].%s;\n", texcoord, i/2, (i&1)?"zw":"xy");
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else
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WRITE(p, "tempcoord = float2(0.0f, 0.0f);\n");
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@ -738,7 +738,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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if((bpmem.fog.c_proj_fsel.fsel != 0) || DepthTextureEnable)
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{
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// the screen space depth value = far z + (clip z / clip w) * z range
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WRITE(p, "float zCoord = "I_ZBIAS"[1].x + (clipPos.z / clipPos.w) * "I_ZBIAS"[1].y;\n");
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WRITE(p, "float zCoord = " I_ZBIAS"[1].x + (clipPos.z / clipPos.w) * " I_ZBIAS"[1].y;\n");
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}
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if (DepthTextureEnable)
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@ -747,9 +747,9 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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if (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable)
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{
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if (bpmem.ztex2.op == ZTEXTURE_ADD)
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WRITE(p, "zCoord = dot("I_ZBIAS"[0].xyzw, textemp.xyzw) + "I_ZBIAS"[1].w + zCoord;\n");
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WRITE(p, "zCoord = dot(" I_ZBIAS"[0].xyzw, textemp.xyzw) + " I_ZBIAS"[1].w + zCoord;\n");
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else
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WRITE(p, "zCoord = dot("I_ZBIAS"[0].xyzw, textemp.xyzw) + "I_ZBIAS"[1].w;\n");
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WRITE(p, "zCoord = dot(" I_ZBIAS"[0].xyzw, textemp.xyzw) + " I_ZBIAS"[1].w;\n");
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// scale to make result from frac correct
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WRITE(p, "zCoord = zCoord * (16777215.0f/16777216.0f);\n");
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@ -760,7 +760,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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}
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if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
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WRITE(p, " ocol0 = float4(prev.rgb, "I_ALPHA"[0].a);\n");
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WRITE(p, " ocol0 = float4(prev.rgb, " I_ALPHA"[0].a);\n");
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else
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{
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WriteFog(p);
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@ -774,7 +774,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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// Colors will be blended against the alpha from ocol1...
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WRITE(p, " ocol1 = ocol0;\n");
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// ...and the alpha from ocol0 will be written to the framebuffer.
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WRITE(p, " ocol0.a = "I_ALPHA"[0].a;\n");
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WRITE(p, " ocol0.a = " I_ALPHA"[0].a;\n");
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}
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WRITE(p, "}\n");
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@ -867,20 +867,20 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
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if (bpmem.tevind[n].mid <= 3)
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{
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int mtxidx = 2*(bpmem.tevind[n].mid-1);
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WRITE(p, "float2 indtevtrans%d = float2(dot("I_INDTEXMTX"[%d].xyz, indtevcrd%d), dot("I_INDTEXMTX"[%d].xyz, indtevcrd%d));\n",
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WRITE(p, "float2 indtevtrans%d = float2(dot(" I_INDTEXMTX"[%d].xyz, indtevcrd%d), dot(" I_INDTEXMTX"[%d].xyz, indtevcrd%d));\n",
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n, mtxidx, n, mtxidx+1, n);
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}
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else if (bpmem.tevind[n].mid <= 7 && bHasTexCoord)
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{ // s matrix
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_assert_(bpmem.tevind[n].mid >= 5);
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int mtxidx = 2*(bpmem.tevind[n].mid-5);
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WRITE(p, "float2 indtevtrans%d = "I_INDTEXMTX"[%d].ww * uv%d.xy * indtevcrd%d.xx;\n", n, mtxidx, texcoord, n);
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WRITE(p, "float2 indtevtrans%d = " I_INDTEXMTX"[%d].ww * uv%d.xy * indtevcrd%d.xx;\n", n, mtxidx, texcoord, n);
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}
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else if (bpmem.tevind[n].mid <= 11 && bHasTexCoord)
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{ // t matrix
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_assert_(bpmem.tevind[n].mid >= 9);
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int mtxidx = 2*(bpmem.tevind[n].mid-9);
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WRITE(p, "float2 indtevtrans%d = "I_INDTEXMTX"[%d].ww * uv%d.xy * indtevcrd%d.yy;\n", n, mtxidx, texcoord, n);
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WRITE(p, "float2 indtevtrans%d = " I_INDTEXMTX"[%d].ww * uv%d.xy * indtevcrd%d.yy;\n", n, mtxidx, texcoord, n);
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}
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else
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WRITE(p, "float2 indtevtrans%d = 0;\n", n);
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@ -1094,9 +1094,9 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
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void SampleTexture(char *&p, const char *destination, const char *texcoords, const char *texswap, int texmap, API_TYPE ApiType)
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{
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if (ApiType == API_D3D11)
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WRITE(p, "%s=Tex%d.Sample(samp%d,%s.xy * "I_TEXDIMS"[%d].xy).%s;\n", destination, texmap,texmap, texcoords, texmap, texswap);
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WRITE(p, "%s=Tex%d.Sample(samp%d,%s.xy * " I_TEXDIMS"[%d].xy).%s;\n", destination, texmap,texmap, texcoords, texmap, texswap);
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else
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WRITE(p, "%s=tex2D(samp%d,%s.xy * "I_TEXDIMS"[%d].xy).%s;\n", destination, texmap, texcoords, texmap, texswap);
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WRITE(p, "%s=tex2D(samp%d,%s.xy * " I_TEXDIMS"[%d].xy).%s;\n", destination, texmap, texcoords, texmap, texswap);
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}
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static const char *tevAlphaFuncsTable[] =
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@ -1221,13 +1221,13 @@ static void WriteFog(char *&p)
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{
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// perspective
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// ze = A/(B - (Zs >> B_SHF)
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WRITE (p, " float ze = "I_FOG"[1].x / ("I_FOG"[1].y - (zCoord / "I_FOG"[1].w));\n");
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WRITE (p, " float ze = " I_FOG"[1].x / (" I_FOG"[1].y - (zCoord / " I_FOG"[1].w));\n");
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}
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else
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{
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// orthographic
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// ze = a*Zs (here, no B_SHF)
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WRITE (p, " float ze = "I_FOG"[1].x * zCoord;\n");
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WRITE (p, " float ze = " I_FOG"[1].x * zCoord;\n");
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}
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// x_adjust = sqrt((x-center)^2 + k^2)/k
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//this is complitly teorical as the real hard seems to use a table intead of calculate the values.
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if(bpmem.fogRange.Base.Enabled)
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{
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WRITE (p, " float x_adjust = (2.0f * (clipPos.x / "I_FOG"[2].y)) - 1.0f - "I_FOG"[2].x;\n");
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WRITE (p, " x_adjust = sqrt(x_adjust * x_adjust + "I_FOG"[2].z * "I_FOG"[2].z) / "I_FOG"[2].z;\n");
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WRITE (p, " float x_adjust = (2.0f * (clipPos.x / " I_FOG"[2].y)) - 1.0f - " I_FOG"[2].x;\n");
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WRITE (p, " x_adjust = sqrt(x_adjust * x_adjust + " I_FOG"[2].z * " I_FOG"[2].z) / " I_FOG"[2].z;\n");
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WRITE (p, " ze *= x_adjust;\n");
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}
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WRITE (p, " float fog = saturate(ze - "I_FOG"[1].z);\n");
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WRITE (p, " float fog = saturate(ze - " I_FOG"[1].z);\n");
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if(bpmem.fog.c_proj_fsel.fsel > 3)
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{
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WARN_LOG(VIDEO, "Unknown Fog Type! %08x", bpmem.fog.c_proj_fsel.fsel);
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}
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WRITE(p, " prev.rgb = lerp(prev.rgb,"I_FOG"[0].rgb,fog);\n");
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WRITE(p, " prev.rgb = lerp(prev.rgb," I_FOG"[0].rgb,fog);\n");
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}
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@ -178,31 +178,31 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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char *p = text;
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WRITE(p, "//Vertex Shader: comp:%x, \n", components);
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WRITE(p, "typedef struct { float4 T0, T1, T2; float4 N0, N1, N2; } s_"I_POSNORMALMATRIX";\n"
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WRITE(p, "typedef struct { float4 T0, T1, T2; float4 N0, N1, N2; } s_" I_POSNORMALMATRIX";\n"
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"typedef struct { float4 t; } FLT4;\n"
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"typedef struct { FLT4 T[24]; } s_"I_TEXMATRICES";\n"
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"typedef struct { FLT4 T[64]; } s_"I_TRANSFORMMATRICES";\n"
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"typedef struct { FLT4 T[32]; } s_"I_NORMALMATRICES";\n"
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"typedef struct { FLT4 T[64]; } s_"I_POSTTRANSFORMMATRICES";\n"
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"typedef struct { FLT4 T[24]; } s_" I_TEXMATRICES";\n"
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"typedef struct { FLT4 T[64]; } s_" I_TRANSFORMMATRICES";\n"
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"typedef struct { FLT4 T[32]; } s_" I_NORMALMATRICES";\n"
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"typedef struct { FLT4 T[64]; } s_" I_POSTTRANSFORMMATRICES";\n"
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"typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n"
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"typedef struct { Light lights[8]; } s_"I_LIGHTS";\n"
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"typedef struct { float4 C0, C1, C2, C3; } s_"I_MATERIALS";\n"
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"typedef struct { float4 T0, T1, T2, T3; } s_"I_PROJECTION";\n"
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"typedef struct { Light lights[8]; } s_" I_LIGHTS";\n"
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"typedef struct { float4 C0, C1, C2, C3; } s_" I_MATERIALS";\n"
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"typedef struct { float4 T0, T1, T2, T3; } s_" I_PROJECTION";\n"
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);
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p = GenerateVSOutputStruct(p, components, api_type);
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// uniforms
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WRITE(p, "uniform s_"I_TRANSFORMMATRICES" "I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES);
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WRITE(p, "uniform s_"I_TEXMATRICES" "I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES); // also using tex matrices
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WRITE(p, "uniform s_"I_NORMALMATRICES" "I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES);
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WRITE(p, "uniform s_"I_POSNORMALMATRIX" "I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX);
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WRITE(p, "uniform s_"I_POSTTRANSFORMMATRICES" "I_POSTTRANSFORMMATRICES" : register(c%d);\n", C_POSTTRANSFORMMATRICES);
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WRITE(p, "uniform s_"I_LIGHTS" "I_LIGHTS" : register(c%d);\n", C_LIGHTS);
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WRITE(p, "uniform s_"I_MATERIALS" "I_MATERIALS" : register(c%d);\n", C_MATERIALS);
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WRITE(p, "uniform s_"I_PROJECTION" "I_PROJECTION" : register(c%d);\n", C_PROJECTION);
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WRITE(p, "uniform float4 "I_DEPTHPARAMS" : register(c%d);\n", C_DEPTHPARAMS);
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WRITE(p, "uniform s_" I_TRANSFORMMATRICES" " I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES);
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WRITE(p, "uniform s_" I_TEXMATRICES" " I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES); // also using tex matrices
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WRITE(p, "uniform s_" I_NORMALMATRICES" " I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES);
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WRITE(p, "uniform s_" I_POSNORMALMATRIX" " I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX);
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WRITE(p, "uniform s_" I_POSTTRANSFORMMATRICES" " I_POSTTRANSFORMMATRICES" : register(c%d);\n", C_POSTTRANSFORMMATRICES);
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WRITE(p, "uniform s_" I_LIGHTS" " I_LIGHTS" : register(c%d);\n", C_LIGHTS);
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||||
WRITE(p, "uniform s_" I_MATERIALS" " I_MATERIALS" : register(c%d);\n", C_MATERIALS);
|
||||
WRITE(p, "uniform s_" I_PROJECTION" " I_PROJECTION" : register(c%d);\n", C_PROJECTION);
|
||||
WRITE(p, "uniform float4 " I_DEPTHPARAMS" : register(c%d);\n", C_DEPTHPARAMS);
|
||||
|
||||
WRITE(p, "VS_OUTPUT main(\n");
|
||||
|
||||
|
@ -258,11 +258,11 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
|||
WRITE(p, "int posmtx = fposmtx;\n");
|
||||
}
|
||||
|
||||
WRITE(p, "float4 pos = float4(dot("I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos), 1);\n");
|
||||
WRITE(p, "float4 pos = float4(dot(" I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot(" I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot(" I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos), 1);\n");
|
||||
|
||||
if (components & VB_HAS_NRMALL) {
|
||||
WRITE(p, "int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
|
||||
WRITE(p, "float3 N0 = "I_NORMALMATRICES".T[normidx].t.xyz, N1 = "I_NORMALMATRICES".T[normidx+1].t.xyz, N2 = "I_NORMALMATRICES".T[normidx+2].t.xyz;\n");
|
||||
WRITE(p, "float3 N0 = " I_NORMALMATRICES".T[normidx].t.xyz, N1 = " I_NORMALMATRICES".T[normidx+1].t.xyz, N2 = " I_NORMALMATRICES".T[normidx+2].t.xyz;\n");
|
||||
}
|
||||
|
||||
if (components & VB_HAS_NRM0)
|
||||
|
@ -274,13 +274,13 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
|||
}
|
||||
else
|
||||
{
|
||||
WRITE(p, "float4 pos = float4(dot("I_POSNORMALMATRIX".T0, rawpos), dot("I_POSNORMALMATRIX".T1, rawpos), dot("I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n");
|
||||
WRITE(p, "float4 pos = float4(dot(" I_POSNORMALMATRIX".T0, rawpos), dot(" I_POSNORMALMATRIX".T1, rawpos), dot(" I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n");
|
||||
if (components & VB_HAS_NRM0)
|
||||
WRITE(p, "float3 _norm0 = normalize(float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm0)));\n");
|
||||
WRITE(p, "float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm0)));\n");
|
||||
if (components & VB_HAS_NRM1)
|
||||
WRITE(p, "float3 _norm1 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
|
||||
WRITE(p, "float3 _norm1 = float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
|
||||
if (components & VB_HAS_NRM2)
|
||||
WRITE(p, "float3 _norm2 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n");
|
||||
WRITE(p, "float3 _norm2 = float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n");
|
||||
}
|
||||
|
||||
if (!(components & VB_HAS_NRM0))
|
||||
|
@ -288,7 +288,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
|||
|
||||
|
||||
|
||||
WRITE(p, "o.pos = float4(dot("I_PROJECTION".T0, pos), dot("I_PROJECTION".T1, pos), dot("I_PROJECTION".T2, pos), dot("I_PROJECTION".T3, pos));\n");
|
||||
WRITE(p, "o.pos = float4(dot(" I_PROJECTION".T0, pos), dot(" I_PROJECTION".T1, pos), dot(" I_PROJECTION".T2, pos), dot(" I_PROJECTION".T3, pos));\n");
|
||||
|
||||
WRITE(p, "float4 mat, lacc;\n"
|
||||
"float3 ldir, h;\n"
|
||||
|
@ -367,7 +367,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
|||
|
||||
if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) {
|
||||
// transform the light dir into tangent space
|
||||
WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
|
||||
WRITE(p, "ldir = normalize(" I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
|
||||
WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
|
||||
}
|
||||
else
|
||||
|
@ -389,16 +389,16 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
|||
default:
|
||||
if (components & (VB_HAS_TEXMTXIDX0<<i)) {
|
||||
if (texinfo.projection == XF_TEXPROJ_STQ)
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+1].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+2].t));\n", i, i, i, i);
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+1].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+2].t));\n", i, i, i, i);
|
||||
else {
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+1].t), 1);\n", i, i, i);
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+1].t), 1);\n", i, i, i);
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (texinfo.projection == XF_TEXPROJ_STQ)
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t));\n", i, 3*i, 3*i+1, 3*i+2);
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t));\n", i, 3*i, 3*i+1, 3*i+2);
|
||||
else
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t), 1);\n", i, 3*i, 3*i+1);
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t), 1);\n", i, 3*i, 3*i+1);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -407,9 +407,9 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
|||
const PostMtxInfo& postInfo = xfregs.postMtxInfo[i];
|
||||
|
||||
int postidx = postInfo.index;
|
||||
WRITE(p, "float4 P0 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n"
|
||||
"float4 P1 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n"
|
||||
"float4 P2 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n",
|
||||
WRITE(p, "float4 P0 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n"
|
||||
"float4 P1 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n"
|
||||
"float4 P2 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n",
|
||||
postidx&0x3f, (postidx+1)&0x3f, (postidx+2)&0x3f);
|
||||
|
||||
if (texGenSpecialCase) {
|
||||
|
@ -467,7 +467,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
|||
//if not early z culling will improve speed
|
||||
if (is_d3d)
|
||||
{
|
||||
WRITE(p, "o.pos.z = "I_DEPTHPARAMS".x * o.pos.w + o.pos.z * "I_DEPTHPARAMS".y;\n");
|
||||
WRITE(p, "o.pos.z = " I_DEPTHPARAMS".x * o.pos.w + o.pos.z * " I_DEPTHPARAMS".y;\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -497,7 +497,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
|||
{
|
||||
// D3D9 is addressing pixel centers instead of pixel boundaries in clip space.
|
||||
// Thus we need to offset the final position by half a pixel
|
||||
WRITE(p, "o.pos = o.pos + float4("I_DEPTHPARAMS".z, "I_DEPTHPARAMS".w, 0.f, 0.f);\n");
|
||||
WRITE(p, "o.pos = o.pos + float4(" I_DEPTHPARAMS".z, " I_DEPTHPARAMS".w, 0.f, 0.f);\n");
|
||||
}
|
||||
|
||||
WRITE(p, "return o;\n}\n");
|
||||
|
|
Loading…
Reference in New Issue