Fix Mali-T604 shader compilation
This commit is contained in:
parent
672871b3be
commit
e0a5f7842e
|
@ -328,12 +328,9 @@ static void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE Api
|
|||
|
||||
if (per_pixel_depth)
|
||||
out.Write("#define depth gl_FragDepth\n");
|
||||
out.Write("float4 rawpos = gl_FragCoord;\n");
|
||||
|
||||
out.Write("VARYIN float4 colors_02;\n");
|
||||
out.Write("VARYIN float4 colors_12;\n");
|
||||
out.Write("float4 colors_0 = colors_02;\n");
|
||||
out.Write("float4 colors_1 = colors_12;\n");
|
||||
|
||||
// compute window position if needed because binding semantic WPOS is not widely supported
|
||||
// Let's set up attributes
|
||||
|
@ -342,14 +339,11 @@ static void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE Api
|
|||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
out.Write("VARYIN float3 uv%d_2;\n", i);
|
||||
out.Write("float3 uv%d = uv%d_2;\n", i, i);
|
||||
}
|
||||
out.Write("VARYIN float4 clipPos_2;\n");
|
||||
out.Write("float4 clipPos = clipPos_2;\n");
|
||||
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
|
||||
{
|
||||
out.Write("VARYIN float4 Normal_2;\n");
|
||||
out.Write("float4 Normal = Normal_2;\n");
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -360,7 +354,6 @@ static void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE Api
|
|||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
out.Write("VARYIN float4 uv%d_2;\n", i);
|
||||
out.Write("float4 uv%d = uv%d_2;\n", i, i);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -368,7 +361,6 @@ static void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE Api
|
|||
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
|
||||
{
|
||||
out.Write("VARYIN float%d uv%d_2;\n", i < 4 ? 4 : 3 , i);
|
||||
out.Write("float%d uv%d = uv%d_2;\n", i < 4 ? 4 : 3 , i, i);
|
||||
}
|
||||
}
|
||||
out.Write("float4 clipPos;\n");
|
||||
|
@ -443,6 +435,50 @@ static void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE Api
|
|||
" float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);\n"
|
||||
" float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);\n\n");
|
||||
|
||||
if (ApiType == API_OPENGL)
|
||||
{
|
||||
// On Mali, global variables must be initialized as constants.
|
||||
// This is why we initialize these variables locally instead.
|
||||
out.Write("float4 rawpos = gl_FragCoord;\n");
|
||||
out.Write("float4 colors_0 = colors_02;\n");
|
||||
out.Write("float4 colors_1 = colors_12;\n");
|
||||
// compute window position if needed because binding semantic WPOS is not widely supported
|
||||
// Let's set up attributes
|
||||
if (xfregs.numTexGen.numTexGens < 7)
|
||||
{
|
||||
if(numTexgen)
|
||||
{
|
||||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
out.Write("float3 uv%d = uv%d_2;\n", i, i);
|
||||
}
|
||||
}
|
||||
out.Write("float4 clipPos = clipPos_2;\n");
|
||||
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
|
||||
{
|
||||
out.Write("float4 Normal = Normal_2;\n");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// wpos is in w of first 4 texcoords
|
||||
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
|
||||
{
|
||||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
out.Write("float4 uv%d = uv%d_2;\n", i, i);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
|
||||
{
|
||||
out.Write("float%d uv%d = uv%d_2;\n", i < 4 ? 4 : 3 , i, i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
|
||||
{
|
||||
uid_data.xfregs_numTexGen_numTexGens = xfregs.numTexGen.numTexGens;
|
||||
|
|
Loading…
Reference in New Issue