Fixed "Failed to compile pixel shader" error when Per-Pixel Lighting is enabled. Thanks to slmpika for the fix.
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@ -490,7 +490,7 @@ static const char *tevIndFmtScale[] = {"255.0f", "31.0f", "15.0f", "7.0f" };
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static char swapModeTable[4][5];
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static char text[16384];
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static bool PixelLigthingEnabled;
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static bool PixelLightingEnabled;
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static bool DepthTextureEnable;
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static bool MustWriteToDepth;
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static bool FastZcomploc;
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@ -531,7 +531,7 @@ const char *GeneratePixelShaderCode(PSGRENDER_MODE PSGRenderMode, API_TYPE ApiTy
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nIndirectStagesUsed |= 1 << bpmem.tevind[i].bt;
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}
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}
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PixelLigthingEnabled = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
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PixelLightingEnabled = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
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DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && (bpmem.zmode.testenable || bpmem.zmode.updateenable));
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MustWriteToDepth = DepthTextureEnable || g_ActiveConfig.bEnablePerPixelDepth;
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FastZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable && false;
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@ -576,7 +576,7 @@ const char *GeneratePixelShaderCode(PSGRENDER_MODE PSGRenderMode, API_TYPE ApiTy
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WRITE(p, "uniform float4 " I_INDTEXMTX"[6] : register(c%d);\n", C_INDTEXMTX);
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WRITE(p, "uniform float4 " I_FOG"[3] : register(c%d);\n", C_FOG);
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if(PixelLigthingEnabled)
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if(PixelLightingEnabled)
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{
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WRITE(p,"typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n");
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WRITE(p,"typedef struct { Light lights[8]; } s_" I_PLIGHTS";\n");
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@ -609,15 +609,15 @@ const char *GeneratePixelShaderCode(PSGRENDER_MODE PSGRenderMode, API_TYPE ApiTy
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for (int i = 0; i < numTexgen; ++i)
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WRITE(p, ",\n in float3 uv%d : TEXCOORD%d", i, i);
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WRITE(p, ",\n in float4 clipPos : TEXCOORD%d", numTexgen);
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if(PixelLigthingEnabled)
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if(PixelLightingEnabled)
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WRITE(p, ",\n in float4 Normal : TEXCOORD%d", numTexgen + 1);
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}
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else
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{
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// wpos is in w of first 4 texcoords
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if(PixelLigthingEnabled)
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if(PixelLightingEnabled)
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{
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for (int i = 0; i < numTexgen; ++i)
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for (int i = 0; i < (numTexgen + 1); ++i)
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WRITE(p, ",\n in float4 uv%d : TEXCOORD%d", i, i);
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}
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else
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@ -692,7 +692,7 @@ const char *GeneratePixelShaderCode(PSGRENDER_MODE PSGRenderMode, API_TYPE ApiTy
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" float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);\n"
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" float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);\n\n");
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if(PixelLigthingEnabled)
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if(PixelLightingEnabled)
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{
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if (numTexgen < 7)
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{
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