VertexShaderGen: De-uglify VS output structure writing
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@ -131,33 +131,49 @@ static char text[16384];
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#define WRITE p+=sprintf
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#define WRITE p+=sprintf
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char* DefineVSOutputStructMember(char* p, API_TYPE api_type, const char* type, const char* name, int var_index, const char* semantic, int semantic_index = -1)
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{
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WRITE(p, " %s %s", type, name);
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if (var_index != -1)
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WRITE(p, "%d", var_index);
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if (api_type == API_OPENGL)
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WRITE(p, ";\n");
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else
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{
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if (semantic_index != -1)
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WRITE(p, " : %s%d;\n", semantic, semantic_index);
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else
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WRITE(p, " : %s;\n", semantic);
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}
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return p;
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}
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char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE ApiType)
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char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE ApiType)
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{
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{
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// GLSL makes this ugly
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// TODO: Make pretty
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WRITE(p, "struct VS_OUTPUT {\n");
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WRITE(p, "struct VS_OUTPUT {\n");
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WRITE(p, " float4 pos %s POSITION;\n", ApiType == API_OPENGL ? ";//" : ":");
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p = DefineVSOutputStructMember(p, ApiType, "float4", "pos", -1, "POSITION");
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WRITE(p, " float4 colors_0 %s COLOR0;\n", ApiType == API_OPENGL ? ";//" : ":");
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p = DefineVSOutputStructMember(p, ApiType, "float4", "colors_", 0, "COLOR", 0);
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WRITE(p, " float4 colors_1 %s COLOR1;\n", ApiType == API_OPENGL ? ";//" : ":");
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p = DefineVSOutputStructMember(p, ApiType, "float4", "colors_", 1, "COLOR", 1);
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if (xfregs.numTexGen.numTexGens < 7) {
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if (xfregs.numTexGen.numTexGens < 7)
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{
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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WRITE(p, " float3 tex%d %s TEXCOORD%d;\n", i, ApiType == API_OPENGL ? ";//" : ":", i);
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p = DefineVSOutputStructMember(p, ApiType, "float3", "tex", i, "TEXCOORD", i);
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WRITE(p, " float4 clipPos %s TEXCOORD%d;\n", ApiType == API_OPENGL ? ";//" : ":", xfregs.numTexGen.numTexGens);
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p = DefineVSOutputStructMember(p, ApiType, "float4", "clipPos", -1, "TEXCOORD", xfregs.numTexGen.numTexGens);
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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WRITE(p, " float4 Normal %s TEXCOORD%d;\n", ApiType == API_OPENGL ? ";//" : ":", xfregs.numTexGen.numTexGens + 1);
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p = DefineVSOutputStructMember(p, ApiType, "float4", "Normal", -1, "TEXCOORD", xfregs.numTexGen.numTexGens + 1);
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} else {
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}
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// clip position is in w of first 4 texcoords
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else
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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{
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// Store clip position in the w component of first 4 texcoords
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for (int i = 0; i < 8; ++i)
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bool ppl = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
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WRITE(p, " float4 tex%d %s TEXCOORD%d;\n", i, ApiType == API_OPENGL? ";//" : ":", i);
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int num_texcoords = ppl ? 8 : xfregs.numTexGen.numTexGens;
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}
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for (int i = 0; i < num_texcoords; ++i)
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else
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p = DefineVSOutputStructMember(p, ApiType, (ppl || i < 4) ? "float4" : "float3", "tex", i, "TEXCOORD", i);
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{
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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WRITE(p, " float%d tex%d %s TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, ApiType == API_OPENGL ? ";//" : ":", i);
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}
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}
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}
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WRITE(p, "};\n");
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WRITE(p, "};\n");
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