imask stuff
This commit is contained in:
parent
6bdcde9dd6
commit
c48f2acd04
|
@ -529,6 +529,14 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
|
|||
}
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < 8; ++i)
|
||||
{
|
||||
if (indmask & (1 << i))
|
||||
{
|
||||
// used for indirect stage, so initialize the thing...
|
||||
}
|
||||
}
|
||||
|
||||
// indirect texture map lookup
|
||||
int nIndirectStagesUsed = 0;
|
||||
if (bpmem.genMode.numindstages > 0)
|
||||
|
@ -900,6 +908,7 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP
|
|||
int texmap = bpmem.tevorders[n/2].getTexMap(n&1);
|
||||
uid_data.SetTevindrefTexmap(i, texmap);
|
||||
|
||||
// TODO: Check for imask here... if imask&(1<<n), do not sample again...
|
||||
out.Write("textemp = ");
|
||||
SampleTexture<T>(out, "tevcoord", texswap, texmap, ApiType);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue