This is the terrible bit that can't be removed until we use UBOs in the GLSL shaders.

This commit is contained in:
Ryan Houdek 2011-12-02 20:20:53 -06:00 committed by Sonicadvance1
parent 0fc755c4df
commit 8123b137aa
2 changed files with 29 additions and 29 deletions

View File

@ -87,35 +87,35 @@ void PixelShaderManager::SetConstants()
{
for (int i = 0; i < 2; ++i)
{
if (s_nColorsChanged[i])
if (s_nColorsChanged[i] || g_ActiveConfig.bUseGLSL)
{
int baseind = i ? C_KCOLORS : C_COLORS;
for (int j = 0; j < 4; ++j)
{
if (s_nColorsChanged[i] & (1 << j))
if (s_nColorsChanged[i] & (1 << j) || g_ActiveConfig.bUseGLSL)
SetPSConstant4fv(baseind+j, &lastRGBAfull[i][j][0]);
}
s_nColorsChanged[i] = 0;
}
}
if (s_nTexDimsChanged)
if (s_nTexDimsChanged || g_ActiveConfig.bUseGLSL)
{
for (int i = 0; i < 8; ++i)
{
if (s_nTexDimsChanged & (1<<i))
if (s_nTexDimsChanged & (1<<i) || g_ActiveConfig.bUseGLSL)
SetPSTextureDims(i);
}
s_nTexDimsChanged = 0;
}
if (s_bAlphaChanged)
if (s_bAlphaChanged || g_ActiveConfig.bUseGLSL)
{
SetPSConstant4f(C_ALPHA, (lastAlpha&0xff)/255.0f, ((lastAlpha>>8)&0xff)/255.0f, 0, ((lastAlpha>>16)&0xff)/255.0f);
s_bAlphaChanged = false;
}
if (s_bZTextureTypeChanged)
if (s_bZTextureTypeChanged || g_ActiveConfig.bUseGLSL)
{
float ftemp[4];
switch (bpmem.ztex2.type)
@ -137,7 +137,7 @@ void PixelShaderManager::SetConstants()
s_bZTextureTypeChanged = false;
}
if (s_bZBiasChanged || s_bDepthRangeChanged)
if (s_bZBiasChanged || s_bDepthRangeChanged || g_ActiveConfig.bUseGLSL)
{
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2
@ -153,12 +153,12 @@ void PixelShaderManager::SetConstants()
}
// indirect incoming texture scales
if (s_nIndTexScaleChanged)
if (s_nIndTexScaleChanged || g_ActiveConfig.bUseGLSL)
{
// set as two sets of vec4s, each containing S and T of two ind stages.
float f[8];
if (s_nIndTexScaleChanged & 0x03)
if (s_nIndTexScaleChanged & 0x03 || g_ActiveConfig.bUseGLSL)
{
for (u32 i = 0; i < 2; ++i)
{
@ -169,7 +169,7 @@ void PixelShaderManager::SetConstants()
SetPSConstant4fv(C_INDTEXSCALE, f);
}
if (s_nIndTexScaleChanged & 0x0c) {
if (s_nIndTexScaleChanged & 0x0c || g_ActiveConfig.bUseGLSL) {
for (u32 i = 2; i < 4; ++i) {
f[2 * i] = bpmem.texscale[1].getScaleS(i & 1);
f[2 * i + 1] = bpmem.texscale[1].getScaleT(i & 1);
@ -181,11 +181,11 @@ void PixelShaderManager::SetConstants()
s_nIndTexScaleChanged = 0;
}
if (s_nIndTexMtxChanged)
if (s_nIndTexMtxChanged || g_ActiveConfig.bUseGLSL)
{
for (int i = 0; i < 3; ++i)
{
if (s_nIndTexMtxChanged & (1 << i))
if (s_nIndTexMtxChanged & (1 << i) || g_ActiveConfig.bUseGLSL)
{
int scale = ((u32)bpmem.indmtx[i].col0.s0 << 0) |
((u32)bpmem.indmtx[i].col1.s1 << 2) |
@ -215,13 +215,13 @@ void PixelShaderManager::SetConstants()
s_nIndTexMtxChanged = 0;
}
if (s_bFogColorChanged)
if (s_bFogColorChanged || g_ActiveConfig.bUseGLSL)
{
SetPSConstant4f(C_FOG, bpmem.fog.color.r / 255.0f, bpmem.fog.color.g / 255.0f, bpmem.fog.color.b / 255.0f, 0);
s_bFogColorChanged = false;
}
if (s_bFogParamChanged)
if (s_bFogParamChanged || g_ActiveConfig.bUseGLSL)
{
if(!g_ActiveConfig.bDisableFog)
{
@ -237,7 +237,7 @@ void PixelShaderManager::SetConstants()
s_bFogParamChanged = false;
}
if (s_bFogRangeAdjustChanged)
if (s_bFogRangeAdjustChanged || g_ActiveConfig.bUseGLSL)
{
if(!g_ActiveConfig.bDisableFog && bpmem.fogRange.Base.Enabled == 1)
{
@ -261,7 +261,7 @@ void PixelShaderManager::SetConstants()
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) // config check added because the code in here was crashing for me inside SetPSConstant4f
{
if (nLightsChanged[0] >= 0)
if (nLightsChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
{
// lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
int istart = nLightsChanged[0] / 0x10;
@ -297,14 +297,14 @@ void PixelShaderManager::SetConstants()
nLightsChanged[0] = nLightsChanged[1] = -1;
}
if (nMaterialsChanged)
if (nMaterialsChanged || g_ActiveConfig.bUseGLSL)
{
float GC_ALIGNED16(material[4]);
float NormalizationCoef = 1 / 255.0f;
for (int i = 0; i < 4; ++i)
{
if (nMaterialsChanged & (1 << i))
if (nMaterialsChanged & (1 << i) || g_ActiveConfig.bUseGLSL)
{
u32 data = *(xfregs.ambColor + i);

View File

@ -184,7 +184,7 @@ void VertexShaderManager::Dirty()
// TODO: A cleaner way to control the matricies without making a mess in the parameters field
void VertexShaderManager::SetConstants()
{
if (nTransformMatricesChanged[0] >= 0)
if (nTransformMatricesChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
{
int startn = nTransformMatricesChanged[0] / 4;
int endn = (nTransformMatricesChanged[1] + 3) / 4;
@ -192,7 +192,7 @@ void VertexShaderManager::SetConstants()
SetMultiVSConstant4fv(C_TRANSFORMMATRICES + startn, endn - startn, pstart);
nTransformMatricesChanged[0] = nTransformMatricesChanged[1] = -1;
}
if (nNormalMatricesChanged[0] >= 0)
if (nNormalMatricesChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
{
int startn = nNormalMatricesChanged[0] / 3;
int endn = (nNormalMatricesChanged[1] + 2) / 3;
@ -201,7 +201,7 @@ void VertexShaderManager::SetConstants()
nNormalMatricesChanged[0] = nNormalMatricesChanged[1] = -1;
}
if (nPostTransformMatricesChanged[0] >= 0)
if (nPostTransformMatricesChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
{
int startn = nPostTransformMatricesChanged[0] / 4;
int endn = (nPostTransformMatricesChanged[1] + 3 ) / 4;
@ -209,7 +209,7 @@ void VertexShaderManager::SetConstants()
SetMultiVSConstant4fv(C_POSTTRANSFORMMATRICES + startn, endn - startn, pstart);
}
if (nLightsChanged[0] >= 0)
if (nLightsChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
{
// lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
int istart = nLightsChanged[0] / 0x10;
@ -245,14 +245,14 @@ void VertexShaderManager::SetConstants()
nLightsChanged[0] = nLightsChanged[1] = -1;
}
if (nMaterialsChanged)
if (nMaterialsChanged || g_ActiveConfig.bUseGLSL)
{
float GC_ALIGNED16(material[4]);
float NormalizationCoef = 1 / 255.0f;
for (int i = 0; i < 4; ++i)
{
if (nMaterialsChanged & (1 << i))
if (nMaterialsChanged & (1 << i) || g_ActiveConfig.bUseGLSL)
{
u32 data = *(xfregs.ambColor + i);
@ -268,7 +268,7 @@ void VertexShaderManager::SetConstants()
nMaterialsChanged = 0;
}
if (bPosNormalMatrixChanged)
if (bPosNormalMatrixChanged || g_ActiveConfig.bUseGLSL)
{
bPosNormalMatrixChanged = false;
@ -279,7 +279,7 @@ void VertexShaderManager::SetConstants()
SetMultiVSConstant3fv(C_POSNORMALMATRIX + 3, 3, norm);
}
if (bTexMatricesChanged[0])
if (bTexMatricesChanged[0] || g_ActiveConfig.bUseGLSL)
{
bTexMatricesChanged[0] = false;
const float *fptrs[] =
@ -294,7 +294,7 @@ void VertexShaderManager::SetConstants()
}
}
if (bTexMatricesChanged[1])
if (bTexMatricesChanged[1] || g_ActiveConfig.bUseGLSL)
{
bTexMatricesChanged[1] = false;
const float *fptrs[] = {
@ -308,7 +308,7 @@ void VertexShaderManager::SetConstants()
}
}
if (bViewportChanged)
if (bViewportChanged || g_ActiveConfig.bUseGLSL)
{
bViewportChanged = false;
SetVSConstant4f(C_DEPTHPARAMS,
@ -321,7 +321,7 @@ void VertexShaderManager::SetConstants()
bProjectionChanged = true;
}
if (bProjectionChanged)
if (bProjectionChanged || g_ActiveConfig.bUseGLSL)
{
bProjectionChanged = false;