mirror of https://github.com/xemu-project/xemu.git
psh: Rename c0 and c1 uniforms
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@ -2751,7 +2751,7 @@ static void pgraph_shader_update_constants(PGRAPHState *pg,
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int i, j;
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/* update combiner constants */
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for (i = 0; i<= 8; i++) {
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for (i = 0; i < 9; i++) {
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uint32_t constant[2];
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if (i == 8) {
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/* final combiner */
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@ -245,9 +245,8 @@ static QString* get_var(struct PixelShader *ps, int reg, bool is_dest)
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}
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break;
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case PS_REGISTER_C0:
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/* TODO: should the final stage really always be unique? */
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if (ps->flags & PS_COMBINERCOUNT_UNIQUE_C0 || ps->cur_stage == 8) {
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QString *reg = qstring_from_fmt("c_%d_%d", ps->cur_stage, 0);
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QString *reg = qstring_from_fmt("c0_%d", ps->cur_stage);
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add_const_ref(ps, qstring_get_str(reg));
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if (ps->cur_stage == 8) {
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ps->final_input.c0_used = true;
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@ -256,14 +255,14 @@ static QString* get_var(struct PixelShader *ps, int reg, bool is_dest)
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}
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return reg;
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} else { // Same c0
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add_const_ref(ps, "c_0_0");
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add_const_ref(ps, "c0_0");
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ps->stage[0].c0_used = true;
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return qstring_from_str("c_0_0");
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return qstring_from_str("c0_0");
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}
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break;
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case PS_REGISTER_C1:
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if (ps->flags & PS_COMBINERCOUNT_UNIQUE_C1 || ps->cur_stage == 8) {
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QString *reg = qstring_from_fmt("c_%d_%d", ps->cur_stage, 1);
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QString *reg = qstring_from_fmt("c1_%d", ps->cur_stage);
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add_const_ref(ps, qstring_get_str(reg));
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if (ps->cur_stage == 8) {
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ps->final_input.c1_used = true;
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@ -272,9 +271,9 @@ static QString* get_var(struct PixelShader *ps, int reg, bool is_dest)
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}
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return reg;
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} else { // Same c1
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add_const_ref(ps, "c_0_1");
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add_const_ref(ps, "c1_0");
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ps->stage[0].c1_used = true;
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return qstring_from_str("c_0_1");
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return qstring_from_str("c1_0");
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}
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break;
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case PS_REGISTER_FOG:
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@ -934,9 +934,9 @@ ShaderBinding* generate_shaders(const ShaderState state)
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ret->gl_primitive_mode = gl_primitive_mode;
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/* lookup fragment shader uniforms */
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for (i=0; i<=8; i++) {
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for (j=0; j<2; j++) {
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snprintf(tmp, sizeof(tmp), "c_%d_%d", i, j);
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for (i = 0; i < 9; i++) {
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for (j = 0; j < 2; j++) {
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snprintf(tmp, sizeof(tmp), "c%d_%d", j, i);
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ret->psh_constant_loc[i][j] = glGetUniformLocation(program, tmp);
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}
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}
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