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