Merge pull request #1929 from Armada651/fix-ppl
PixelShaderGen: Fix uninitialized variables.
This commit is contained in:
commit
e72f70f440
|
@ -390,6 +390,11 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
|
|||
"\tint2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);\n"
|
||||
"\tint4 tevin_a=int4(0,0,0,0),tevin_b=int4(0,0,0,0),tevin_c=int4(0,0,0,0),tevin_d=int4(0,0,0,0);\n\n"); // tev combiner inputs
|
||||
|
||||
// On GLSL, input variables must not be assigned to.
|
||||
// This is why we declare these variables locally instead.
|
||||
out.Write("\tfloat4 col0 = colors_0;\n");
|
||||
out.Write("\tfloat4 col1 = colors_1;\n");
|
||||
|
||||
if (g_ActiveConfig.bEnablePixelLighting)
|
||||
{
|
||||
out.Write("\tfloat3 _norm0 = normalize(Normal.xyz);\n\n");
|
||||
|
@ -399,10 +404,6 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
|
|||
"\tfloat3 ldir, h;\n"
|
||||
"\tfloat dist, dist2, attn;\n");
|
||||
|
||||
// On GLSL, input variables must not be assigned to.
|
||||
// This is why we declare these variables locally instead.
|
||||
out.Write("\tfloat4 col0, col1;\n");
|
||||
|
||||
// TODO: Our current constant usage code isn't able to handle more than one buffer.
|
||||
// So we can't mark the VS constant as used here. But keep them here as reference.
|
||||
//out.SetConstantsUsed(C_PLIGHT_COLORS, C_PLIGHT_COLORS+7); // TODO: Can be optimized further
|
||||
|
@ -411,11 +412,6 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
|
|||
uid_data->components = components;
|
||||
GenerateLightingShader<T>(out, uid_data->lighting, components, "colors_", "col");
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write("\tfloat4 col0 = colors_0;\n");
|
||||
out.Write("\tfloat4 col1 = colors_1;\n");
|
||||
}
|
||||
|
||||
// HACK to handle cases where the tex gen is not enabled
|
||||
if (numTexgen == 0)
|
||||
|
|
Loading…
Reference in New Issue