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