mirror of https://github.com/xemu-project/xemu.git
use more named constants in nv2a_shaders.c
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5b9865885e
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@ -356,7 +356,7 @@ GLSL_DEFINE(sceneAmbientColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_FR_AMB) ".xyz")
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}
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/* Texgen */
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for (i = 0; i < 4 /* FIXME: NV2A_MAX_TEXTURES */; i++) {
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for (i = 0; i < NV2A_MAX_TEXTURES; i++) {
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qstring_append_fmt(body, "/* Texgen for stage %d */\n",
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i);
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/* Set each component individually */
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@ -423,7 +423,7 @@ GLSL_DEFINE(sceneAmbientColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_FR_AMB) ".xyz")
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}
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/* Apply texture matrices */
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for (i = 0; i < 4; i++) {
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for (i = 0; i < NV2A_MAX_TEXTURES; i++) {
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if (state.texture_matrix_enable[i]) {
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qstring_append_fmt(body,
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"oT%d = oT%d * texMat%d;\n",
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@ -634,7 +634,7 @@ STRUCT_VERTEX_DATA);
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qstring_append_fmt(header, "#define vtx %c_vtx\n",
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vtx_prefix);
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qstring_append(header, "\n");
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for(i = 0; i < 16; i++) {
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for(i = 0; i < NV2A_VERTEXSHADER_ATTRIBUTES; i++) {
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qstring_append_fmt(header, "in vec4 v%d;\n", i);
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}
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qstring_append(header, "\n");
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@ -829,7 +829,7 @@ ShaderBinding* generate_shaders(const ShaderState state)
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/* Bind attributes for vertices */
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for(i = 0; i < 16; i++) {
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for(i = 0; i < NV2A_VERTEXSHADER_ATTRIBUTES; i++) {
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snprintf(tmp, sizeof(tmp), "v%d", i);
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glBindAttribLocation(program, i, tmp);
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}
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@ -863,7 +863,7 @@ ShaderBinding* generate_shaders(const ShaderState state)
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glUseProgram(program);
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/* set texture samplers */
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for (i = 0; i < 4; i++) {
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for (i = 0; i < NV2A_MAX_TEXTURES; i++) {
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char samplerName[16];
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snprintf(samplerName, sizeof(samplerName), "texSamp%d", i);
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GLint texSampLoc = glGetUniformLocation(program, samplerName);
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@ -895,7 +895,7 @@ ShaderBinding* generate_shaders(const ShaderState state)
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}
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}
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ret->alpha_ref_loc = glGetUniformLocation(program, "alphaRef");
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for (i = 1; i < 4; i++) {
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for (i = 1; i < NV2A_MAX_TEXTURES; i++) {
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snprintf(tmp, sizeof(tmp), "bumpMat%d", i);
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ret->bump_mat_loc[i] = glGetUniformLocation(program, tmp);
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snprintf(tmp, sizeof(tmp), "bumpScale%d", i);
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@ -87,9 +87,9 @@ typedef struct ShaderBinding {
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GLint psh_constant_loc[9][2];
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GLint alpha_ref_loc;
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GLint bump_mat_loc[4];
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GLint bump_scale_loc[4];
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GLint bump_offset_loc[4];
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GLint bump_mat_loc[NV2A_MAX_TEXTURES];
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GLint bump_scale_loc[NV2A_MAX_TEXTURES];
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GLint bump_offset_loc[NV2A_MAX_TEXTURES];
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GLint surface_size_loc;
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GLint clip_range_loc;
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