vertex shader generator: don't multiply z by two in d3d mode (thanks drk|razi)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4098 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard 2009-08-29 12:15:59 +00:00
parent 78bd8c874a
commit 8827c22c60
4 changed files with 11 additions and 23 deletions

View File

@ -76,7 +76,7 @@ static char text[16384];
char *GenerateLightShader(char* p, int index, const LitChannel& chan, const char* dest, int coloralpha);
const char *GenerateVertexShader(u32 components)
const char *GenerateVertexShader(u32 components, bool D3D)
{
text[sizeof(text) - 1] = 0x7C; // canary
DVSTARTPROFILE();
@ -436,25 +436,13 @@ const char *GenerateVertexShader(u32 components)
WRITE(p, "o.tex3.w = o.pos.w;\n");
}
// if (bpmem.fog.c_proj_fsel.fsel != 0) {
// switch (bpmem.fog.c_proj_fsel.fsel) {
// case 1: // linear
// break;
// case 4: // exp
// break;
// case 5: // exp2
// break;
// case 6: // backward exp
// break;
// case 7: // backward exp2
// break;
// }
//
// WRITE(p, "o.fog = o.pos.z/o.pos.w;\n");
// }
// scale to gl clip space
WRITE(p, "o.pos.z = (o.pos.z * 2.0f) + o.pos.w;\n");
// Why are we adding w to z?
if (!D3D) {
// scale to gl clip space
WRITE(p, "o.pos.z = (o.pos.z * 2.0f) + o.pos.w;\n");
} else {
WRITE(p, "o.pos.z = o.pos.z + o.pos.w;\n");
}
WRITE(p, "return o;\n}\n");

View File

@ -99,7 +99,7 @@ public:
}
};
const char *GenerateVertexShader(u32 components);
const char *GenerateVertexShader(u32 components, bool D3D);
void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components);
#endif // GCOGL_VERTEXSHADER_H

View File

@ -86,7 +86,7 @@ void VertexShaderCache::SetShader(u32 components)
}
bool HLSL = false;
const char *code = GenerateVertexShader(components);
const char *code = GenerateVertexShader(components, true);
LPDIRECT3DVERTEXSHADER9 shader = HLSL ? D3D::CompileVertexShader(code, (int)strlen(code), false) : CompileCgShader(code);
if (shader)
{

View File

@ -85,7 +85,7 @@ VERTEXSHADER* VertexShaderCache::GetShader(u32 components)
}
VSCacheEntry& entry = vshaders[uid];
const char *code = GenerateVertexShader(components);
const char *code = GenerateVertexShader(components, false);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_Config.iLog & CONF_SAVESHADERS && code) {