ShaderGen: make uv readonly

This commit is contained in:
degasus 2014-03-30 12:36:57 +02:00
parent 6109958e68
commit 813e30ec2a
2 changed files with 11 additions and 17 deletions

View File

@ -296,7 +296,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
// Let's set up attributes
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
{
out.Write("centroid in float3 uv%d_2;\n", i);
out.Write("centroid in float3 uv%d;\n", i);
}
out.Write("centroid in float4 clipPos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
@ -305,6 +305,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
}
out.Write("void main()\n{\n");
out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
}
else // D3D
{
@ -337,18 +338,8 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
{
// On Mali, global variables must be initialized as constants.
// This is why we initialize these variables locally instead.
out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
out.Write("\tfloat4 colors_0 = colors_02;\n");
out.Write("\tfloat4 colors_1 = colors_12;\n");
// compute window position if needed because binding semantic WPOS is not widely supported
// Let's set up attributes
if (numTexgen)
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
{
out.Write("\tfloat3 uv%d = uv%d_2;\n", i, i);
}
}
}
if (g_ActiveConfig.bEnablePixelLighting)
@ -377,15 +368,18 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
out.SetConstantsUsed(C_TEXDIMS, C_TEXDIMS+numTexgen-1);
for (unsigned int i = 0; i < numTexgen; ++i)
{
out.Write("\tint2 fixpoint_uv%d = iround(", i);
// optional perspective divides
uid_data.texMtxInfo_n_projection |= xfregs.texMtxInfo[i].projection << i;
if (xfregs.texMtxInfo[i].projection == XF_TEXPROJ_STQ)
{
out.Write("\tif (uv%d.z != 0.0)\n", i);
out.Write("\t\tuv%d.xy = uv%d.xy / uv%d.z;\n", i, i, i);
out.Write("(uv%d.z == 0.0 ? uv%d.xy : uv%d.xy / uv%d.z)", i, i, i, i);
}
out.Write("\tint2 fixpoint_uv%d = iround(uv%d.xy * " I_TEXDIMS"[%d].zw * 128.0);\n\n", i, i, i);
else
{
out.Write("uv%d.xy", i);
}
out.Write(" * " I_TEXDIMS"[%d].zw * 128.0);\n\n", i);
// TODO: S24 overflows here?
}
}

View File

@ -134,7 +134,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
{
if (i < xfregs.numTexGen.numTexGens)
{
out.Write("centroid out float3 uv%d_2;\n", i);
out.Write("centroid out float3 uv%d;\n", i);
}
}
out.Write("centroid out float4 clipPos;\n");
@ -433,7 +433,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
// clipPos/w needs to be done in pixel shader, not here
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
out.Write(" uv%d_2.xyz = o.tex%d;\n", i, i);
out.Write(" uv%d.xyz = o.tex%d;\n", i, i);
out.Write(" clipPos = o.clipPos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
out.Write(" Normal = o.Normal;\n");