Use pointers instead of references in GetUidData to avoid the undefined behavior of *(T *)nullptr (ewwww)

This commit is contained in:
comex 2014-10-21 02:52:45 -04:00
parent 78deebd732
commit 8492d04dfa
3 changed files with 77 additions and 75 deletions

View File

@ -140,19 +140,20 @@ static const char *tevAOutputTable[] = { "prev.a", "c0.a", "c1.a", "c2.a" };
static char text[16384];
template<class T> static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, API_TYPE ApiType, const char swapModeTable[4][5]);
template<class T> static inline void WriteStage(T& out, pixel_shader_uid_data* uid_data, int n, API_TYPE ApiType, const char swapModeTable[4][5]);
template<class T> static inline void WriteTevRegular(T& out, const char* components, int bias, int op, int clamp, int shift);
template<class T> static inline void SampleTexture(T& out, const char *texcoords, const char *texswap, int texmap, API_TYPE ApiType);
template<class T> static inline void WriteAlphaTest(T& out, pixel_shader_uid_data& uid_data, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth);
template<class T> static inline void WriteFog(T& out, pixel_shader_uid_data& uid_data);
template<class T> static inline void WriteAlphaTest(T& out, pixel_shader_uid_data* uid_data, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth);
template<class T> static inline void WriteFog(T& out, pixel_shader_uid_data* uid_data);
template<class T>
static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
{
// Non-uid template parameters will write to the dummy data (=> gets optimized out)
pixel_shader_uid_data dummy_data;
pixel_shader_uid_data& uid_data = (&out.template GetUidData<pixel_shader_uid_data>() != nullptr)
? out.template GetUidData<pixel_shader_uid_data>() : dummy_data;
pixel_shader_uid_data* uid_data = out.template GetUidData<pixel_shader_uid_data>();
if (uid_data == nullptr)
uid_data = &dummy_data;
out.SetBuffer(text);
const bool is_writing_shadercode = (out.GetBuffer() != nullptr);
@ -176,10 +177,10 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
out.Write("//%i TEV stages, %i texgens, %i IND stages\n",
numStages, numTexgen, bpmem.genMode.numindstages);
uid_data.dstAlphaMode = dstAlphaMode;
uid_data.genMode_numindstages = bpmem.genMode.numindstages;
uid_data.genMode_numtevstages = bpmem.genMode.numtevstages;
uid_data.genMode_numtexgens = bpmem.genMode.numtexgens;
uid_data->dstAlphaMode = dstAlphaMode;
uid_data->genMode_numindstages = bpmem.genMode.numindstages;
uid_data->genMode_numtevstages = bpmem.genMode.numtevstages;
uid_data->genMode_numtexgens = bpmem.genMode.numtexgens;
// dot product for integer vectors
out.Write("int idot(int3 x, int3 y)\n"
@ -380,8 +381,8 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
//out.SetConstantsUsed(C_PLIGHT_COLORS, C_PLIGHT_COLORS+7); // TODO: Can be optimized further
//out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further
//out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
uid_data.components = components;
GenerateLightingShader<T>(out, uid_data.lighting, components, "colors_", "colors_");
uid_data->components = components;
GenerateLightingShader<T>(out, uid_data->lighting, components, "colors_", "colors_");
}
// HACK to handle cases where the tex gen is not enabled
@ -396,7 +397,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
{
out.Write("\tint2 fixpoint_uv%d = iround(", i);
// optional perspective divides
uid_data.texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i;
uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i;
if (xfmem.texMtxInfo[i].projection == XF_TEXPROJ_STQ)
{
out.Write("(uv%d.z == 0.0 ? uv%d.xy : uv%d.xy / uv%d.z)", i, i, i, i);
@ -421,7 +422,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
}
}
uid_data.nIndirectStagesUsed = nIndirectStagesUsed;
uid_data->nIndirectStagesUsed = nIndirectStagesUsed;
for (u32 i = 0; i < bpmem.genMode.numindstages; ++i)
{
if (nIndirectStagesUsed & (1 << i))
@ -429,7 +430,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
unsigned int texcoord = bpmem.tevindref.getTexCoord(i);
unsigned int texmap = bpmem.tevindref.getTexMap(i);
uid_data.SetTevindrefValues(i, texcoord, texmap);
uid_data->SetTevindrefValues(i, texcoord, texmap);
if (texcoord < numTexgen)
{
out.SetConstantsUsed(C_INDTEXSCALE+i/2,C_INDTEXSCALE+i/2);
@ -460,7 +461,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
#define MY_STRUCT_OFFSET(str,elem) ((u32)((u64)&(str).elem-(u64)&(str)))
bool enable_pl = g_ActiveConfig.bEnablePixelLighting;
uid_data.num_values = (enable_pl) ? sizeof(uid_data) : MY_STRUCT_OFFSET(uid_data,stagehash[numStages]);
uid_data->num_values = (enable_pl) ? sizeof(uid_data) : MY_STRUCT_OFFSET(*uid_data,stagehash[numStages]);
if (numStages)
@ -479,7 +480,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
out.Write("\tprev = prev & 255;\n");
AlphaTest::TEST_RESULT Pretest = bpmem.alpha_test.TestResult();
uid_data.Pretest = Pretest;
uid_data->Pretest = Pretest;
// NOTE: Fragment may not be discarded if alpha test always fails and early depth test is enabled
// (in this case we need to write a depth value if depth test passes regardless of the alpha testing result)
@ -503,12 +504,12 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
// depth texture can safely be ignored if the result won't be written to the depth buffer (early_ztest) and isn't used for fog either
const bool skip_ztexture = !per_pixel_depth && !bpmem.fog.c_proj_fsel.fsel;
uid_data.ztex_op = bpmem.ztex2.op;
uid_data.per_pixel_depth = per_pixel_depth;
uid_data.forced_early_z = forced_early_z;
uid_data.fast_depth_calc = g_ActiveConfig.bFastDepthCalc;
uid_data.early_ztest = bpmem.UseEarlyDepthTest();
uid_data.fog_fsel = bpmem.fog.c_proj_fsel.fsel;
uid_data->ztex_op = bpmem.ztex2.op;
uid_data->per_pixel_depth = per_pixel_depth;
uid_data->forced_early_z = forced_early_z;
uid_data->fast_depth_calc = g_ActiveConfig.bFastDepthCalc;
uid_data->early_ztest = bpmem.UseEarlyDepthTest();
uid_data->fog_fsel = bpmem.fog.c_proj_fsel.fsel;
// Note: z-textures are not written to depth buffer if early depth test is used
if (per_pixel_depth && bpmem.UseEarlyDepthTest())
@ -566,7 +567,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
template<class T>
static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, API_TYPE ApiType, const char swapModeTable[4][5])
static inline void WriteStage(T& out, pixel_shader_uid_data* uid_data, int n, API_TYPE ApiType, const char swapModeTable[4][5])
{
int texcoord = bpmem.tevorders[n/2].getTexCoord(n&1);
bool bHasTexCoord = (u32)texcoord < bpmem.genMode.numtexgens;
@ -577,11 +578,11 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP
out.Write("\n\t// TEV stage %d\n", n);
uid_data.stagehash[n].hasindstage = bHasIndStage;
uid_data.stagehash[n].tevorders_texcoord = texcoord;
uid_data->stagehash[n].hasindstage = bHasIndStage;
uid_data->stagehash[n].tevorders_texcoord = texcoord;
if (bHasIndStage)
{
uid_data.stagehash[n].tevind = bpmem.tevind[n].hex & 0x7FFFFF;
uid_data->stagehash[n].tevind = bpmem.tevind[n].hex & 0x7FFFFF;
out.Write("\t// indirect op\n");
// perform the indirect op on the incoming regular coordinates using iindtex%d as the offset coords
@ -691,8 +692,8 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP
TevStageCombiner::ColorCombiner &cc = bpmem.combiners[n].colorC;
TevStageCombiner::AlphaCombiner &ac = bpmem.combiners[n].alphaC;
uid_data.stagehash[n].cc = cc.hex & 0xFFFFFF;
uid_data.stagehash[n].ac = ac.hex & 0xFFFFF0; // Storing rswap and tswap later
uid_data->stagehash[n].cc = cc.hex & 0xFFFFFF;
uid_data->stagehash[n].ac = ac.hex & 0xFFFFF0; // Storing rswap and tswap later
if (cc.a == TEVCOLORARG_RASA || cc.a == TEVCOLORARG_RASC ||
cc.b == TEVCOLORARG_RASA || cc.b == TEVCOLORARG_RASC ||
@ -702,18 +703,18 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP
ac.c == TEVALPHAARG_RASA || ac.d == TEVALPHAARG_RASA)
{
const int i = bpmem.combiners[n].alphaC.rswap;
uid_data.stagehash[n].ac |= bpmem.combiners[n].alphaC.rswap;
uid_data.stagehash[n].tevksel_swap1a = bpmem.tevksel[i*2].swap1;
uid_data.stagehash[n].tevksel_swap2a = bpmem.tevksel[i*2].swap2;
uid_data.stagehash[n].tevksel_swap1b = bpmem.tevksel[i*2+1].swap1;
uid_data.stagehash[n].tevksel_swap2b = bpmem.tevksel[i*2+1].swap2;
uid_data.stagehash[n].tevorders_colorchan = bpmem.tevorders[n / 2].getColorChan(n & 1);
uid_data->stagehash[n].ac |= bpmem.combiners[n].alphaC.rswap;
uid_data->stagehash[n].tevksel_swap1a = bpmem.tevksel[i*2].swap1;
uid_data->stagehash[n].tevksel_swap2a = bpmem.tevksel[i*2].swap2;
uid_data->stagehash[n].tevksel_swap1b = bpmem.tevksel[i*2+1].swap1;
uid_data->stagehash[n].tevksel_swap2b = bpmem.tevksel[i*2+1].swap2;
uid_data->stagehash[n].tevorders_colorchan = bpmem.tevorders[n / 2].getColorChan(n & 1);
const char *rasswap = swapModeTable[bpmem.combiners[n].alphaC.rswap];
out.Write("\trastemp = %s.%s;\n", tevRasTable[bpmem.tevorders[n / 2].getColorChan(n & 1)], rasswap);
}
uid_data.stagehash[n].tevorders_enable = bpmem.tevorders[n / 2].getEnable(n & 1);
uid_data->stagehash[n].tevorders_enable = bpmem.tevorders[n / 2].getEnable(n & 1);
if (bpmem.tevorders[n/2].getEnable(n&1))
{
int texmap = bpmem.tevorders[n/2].getTexMap(n&1);
@ -727,16 +728,16 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP
}
const int i = bpmem.combiners[n].alphaC.tswap;
uid_data.stagehash[n].ac |= bpmem.combiners[n].alphaC.tswap << 2;
uid_data.stagehash[n].tevksel_swap1c = bpmem.tevksel[i*2].swap1;
uid_data.stagehash[n].tevksel_swap2c = bpmem.tevksel[i*2].swap2;
uid_data.stagehash[n].tevksel_swap1d = bpmem.tevksel[i*2+1].swap1;
uid_data.stagehash[n].tevksel_swap2d = bpmem.tevksel[i*2+1].swap2;
uid_data->stagehash[n].ac |= bpmem.combiners[n].alphaC.tswap << 2;
uid_data->stagehash[n].tevksel_swap1c = bpmem.tevksel[i*2].swap1;
uid_data->stagehash[n].tevksel_swap2c = bpmem.tevksel[i*2].swap2;
uid_data->stagehash[n].tevksel_swap1d = bpmem.tevksel[i*2+1].swap1;
uid_data->stagehash[n].tevksel_swap2d = bpmem.tevksel[i*2+1].swap2;
uid_data.stagehash[n].tevorders_texmap= bpmem.tevorders[n/2].getTexMap(n&1);
uid_data->stagehash[n].tevorders_texmap= bpmem.tevorders[n/2].getTexMap(n&1);
const char *texswap = swapModeTable[bpmem.combiners[n].alphaC.tswap];
uid_data.SetTevindrefTexmap(i, texmap);
uid_data->SetTevindrefTexmap(i, texmap);
out.Write("\ttextemp = ");
SampleTexture<T>(out, "(float2(tevcoord.xy)/128.0)", texswap, texmap, ApiType);
@ -754,8 +755,8 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP
{
int kc = bpmem.tevksel[n / 2].getKC(n & 1);
int ka = bpmem.tevksel[n / 2].getKA(n & 1);
uid_data.stagehash[n].tevksel_kc = kc;
uid_data.stagehash[n].tevksel_ka = ka;
uid_data->stagehash[n].tevksel_kc = kc;
uid_data->stagehash[n].tevksel_ka = ka;
out.Write("\tkonsttemp = int4(%s, %s);\n", tevKSelTableC[kc], tevKSelTableA[ka]);
if (kc > 7)
@ -932,7 +933,7 @@ static const char *tevAlphaFunclogicTable[] =
};
template<class T>
static inline void WriteAlphaTest(T& out, pixel_shader_uid_data& uid_data, API_TYPE ApiType, DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth)
static inline void WriteAlphaTest(T& out, pixel_shader_uid_data* uid_data, API_TYPE ApiType, DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth)
{
static const char *alphaRef[2] =
{
@ -944,9 +945,9 @@ static inline void WriteAlphaTest(T& out, pixel_shader_uid_data& uid_data, API_T
out.Write("\tif(!( ");
uid_data.alpha_test_comp0 = bpmem.alpha_test.comp0;
uid_data.alpha_test_comp1 = bpmem.alpha_test.comp1;
uid_data.alpha_test_logic = bpmem.alpha_test.logic;
uid_data->alpha_test_comp0 = bpmem.alpha_test.comp0;
uid_data->alpha_test_comp1 = bpmem.alpha_test.comp1;
uid_data->alpha_test_logic = bpmem.alpha_test.logic;
// Lookup the first component from the alpha function table
int compindex = bpmem.alpha_test.comp0;
@ -972,8 +973,8 @@ static inline void WriteAlphaTest(T& out, pixel_shader_uid_data& uid_data, API_T
// Tests seem to have proven that writing depth even when the alpha test fails is more
// important that a reliable alpha test, so we just force the alpha test to always succeed.
// At least this seems to be less buggy.
uid_data.alpha_test_use_zcomploc_hack = bpmem.UseEarlyDepthTest() && bpmem.zmode.updateenable && !g_ActiveConfig.backend_info.bSupportsEarlyZ;
if (!uid_data.alpha_test_use_zcomploc_hack)
uid_data->alpha_test_use_zcomploc_hack = bpmem.UseEarlyDepthTest() && bpmem.zmode.updateenable && !g_ActiveConfig.backend_info.bSupportsEarlyZ;
if (!uid_data->alpha_test_use_zcomploc_hack)
{
out.Write("\t\tdiscard;\n");
if (ApiType != API_D3D)
@ -996,13 +997,13 @@ static const char *tevFogFuncsTable[] =
};
template<class T>
static inline void WriteFog(T& out, pixel_shader_uid_data& uid_data)
static inline void WriteFog(T& out, pixel_shader_uid_data* uid_data)
{
uid_data.fog_fsel = bpmem.fog.c_proj_fsel.fsel;
uid_data->fog_fsel = bpmem.fog.c_proj_fsel.fsel;
if (bpmem.fog.c_proj_fsel.fsel == 0)
return; // no Fog
uid_data.fog_proj = bpmem.fog.c_proj_fsel.proj;
uid_data->fog_proj = bpmem.fog.c_proj_fsel.proj;
out.SetConstantsUsed(C_FOGCOLOR, C_FOGCOLOR);
out.SetConstantsUsed(C_FOGI, C_FOGI);
@ -1027,7 +1028,7 @@ static inline void WriteFog(T& out, pixel_shader_uid_data& uid_data)
// ze *= x_adjust
// TODO Instead of this theoretical calculation, we should use the
// coefficient table given in the fog range BP registers!
uid_data.fog_RangeBaseEnabled = bpmem.fogRange.Base.Enabled;
uid_data->fog_RangeBaseEnabled = bpmem.fogRange.Base.Enabled;
if (bpmem.fogRange.Base.Enabled)
{
out.SetConstantsUsed(C_FOGF, C_FOGF);

View File

@ -56,7 +56,7 @@ public:
* @warning since most child classes use the default implementation you shouldn't access this directly without adding precautions against nullptr access (e.g. via adding a dummy structure, cf. the vertex/pixel shader generators)
*/
template<class uid_data>
uid_data& GetUidData() { return *(uid_data*)nullptr; }
uid_data* GetUidData() { return nullptr; }
};
/**
@ -91,10 +91,10 @@ public:
return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) < 0;
}
template<class T>
inline T& GetUidData() { return data; }
template<class uid_data2>
uid_data2* GetUidData() { return &data; }
const uid_data* GetUidData() const { return &data; }
const uid_data& GetUidData() const { return data; }
size_t GetUidDataSize() const { return sizeof(values); }
private:
@ -192,7 +192,7 @@ public:
file << "\n\nShader uid:\n";
for (unsigned int i = 0; i < new_uid.GetUidDataSize(); ++i)
{
u32 value = ((u32*)&new_uid.GetUidData())[i];
u32 value = ((u32*)new_uid.GetUidData())[i];
if ((i % 4) == 0)
{
auto last_value = (i+3 < new_uid.GetUidDataSize()-1) ? i+3 : new_uid.GetUidDataSize();

View File

@ -60,8 +60,9 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
{
// 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<vertex_shader_uid_data>() != nullptr)
? out.template GetUidData<vertex_shader_uid_data>() : dummy_data;
vertex_shader_uid_data* uid_data = out.template GetUidData<vertex_shader_uid_data>();
if (uid_data == nullptr)
uid_data = &dummy_data;
out.SetBuffer(text);
const bool is_writing_shadercode = (out.GetBuffer() != nullptr);
@ -102,9 +103,9 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
GenerateVSOutputStruct(out, api_type);
uid_data.numTexGens = xfmem.numTexGen.numTexGens;
uid_data.components = components;
uid_data.pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
uid_data->numTexGens = xfmem.numTexGen.numTexGens;
uid_data->components = components;
uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
if (api_type == API_OPENGL)
{
@ -223,7 +224,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
"float3 ldir, h;\n"
"float dist, dist2, attn;\n");
uid_data.numColorChans = xfmem.numChan.numColorChans;
uid_data->numColorChans = xfmem.numChan.numColorChans;
if (xfmem.numChan.numColorChans == 0)
{
if (components & VB_HAS_COL0)
@ -232,7 +233,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
}
GenerateLightingShader<T>(out, uid_data.lighting, components, "color", "o.colors_");
GenerateLightingShader<T>(out, uid_data->lighting, components, "color", "o.colors_");
if (xfmem.numChan.numColorChans < 2)
{
@ -258,7 +259,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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;
uid_data->texMtxInfo[i].sourcerow = xfmem.texMtxInfo[i].sourcerow;
switch (texinfo.sourcerow)
{
case XF_SRCGEOM_INROW:
@ -297,7 +298,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
}
// first transformation
uid_data.texMtxInfo[i].texgentype = xfmem.texMtxInfo[i].texgentype;
uid_data->texMtxInfo[i].texgentype = xfmem.texMtxInfo[i].texgentype;
switch (texinfo.texgentype)
{
case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
@ -305,15 +306,15 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
if (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;
uid_data->texMtxInfo[i].embosslightshift = xfmem.texMtxInfo[i].embosslightshift;
uid_data->texMtxInfo[i].embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
out.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(texinfo.embosslightshift));
out.Write("o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n", i, texinfo.embosssourceshift);
}
else
{
_assert_(0); // should have normals
uid_data.texMtxInfo[i].embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
uid_data->texMtxInfo[i].embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift);
}
@ -328,7 +329,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
break;
case XF_TEXGEN_REGULAR:
default:
uid_data.texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i;
uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i;
if (components & (VB_HAS_TEXMTXIDX0<<i))
{
out.Write("int tmp = int(tex%d.z);\n", i);
@ -347,13 +348,13 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
break;
}
uid_data.dualTexTrans_enabled = xfmem.dualTexTrans.enabled;
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)
{
const PostMtxInfo& postInfo = xfmem.postMtxInfo[i];
uid_data.postMtxInfo[i].index = xfmem.postMtxInfo[i].index;
uid_data->postMtxInfo[i].index = xfmem.postMtxInfo[i].index;
int postidx = postInfo.index;
out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES"[%d];\n"
"float4 P1 = " I_POSTTRANSFORMMATRICES"[%d];\n"
@ -371,7 +372,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
}
else
{
uid_data.postMtxInfo[i].normalize = xfmem.postMtxInfo[i].normalize;
uid_data->postMtxInfo[i].normalize = xfmem.postMtxInfo[i].normalize;
if (postInfo.normalize)
out.Write("o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);