ShaderGen: drop PerPixelLighting + 8Texcoord hack

D3D9 only supports 8 texcoords. But we need a new one for ppl, so we just store it in the first 4 texcoords in the free 4th component.

This isn't needed for both d3d11 and ogl3, so just remove it.
This commit is contained in:
degasus 2013-10-15 14:38:26 +02:00
parent f62579761c
commit bd80de14f4
2 changed files with 36 additions and 155 deletions

View file

@ -316,34 +316,12 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
// compute window position if needed because binding semantic WPOS is not widely supported
// Let's set up attributes
if (xfregs.numTexGen.numTexGens < 7)
for (int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
out.Write("VARYIN float3 uv%d_2;\n", i);
out.Write("VARYIN float4 clipPos_2;\n");
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
for (int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
out.Write("VARYIN float3 uv%d_2;\n", i);
out.Write("VARYIN float4 clipPos_2;\n");
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
out.Write("VARYIN float4 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("VARYIN float4 uv%d_2;\n", i);
}
}
else
{
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("float4 clipPos;\n");
out.Write("VARYIN float4 Normal_2;\n");
}
if (forced_early_z)
@ -433,50 +411,21 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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)
if(i < xfregs.numTexGen.numTexGens)
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)
{
if(numTexgen)
for (int i = 0; i < 8; ++i)
if(i < xfregs.numTexGen.numTexGens)
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);
}
}
out.Write("float4 Normal = Normal_2;\n");
}
}
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
if (xfregs.numTexGen.numTexGens < 7)
{
out.Write("\tfloat3 _norm0 = normalize(Normal.xyz);\n\n");
out.Write("\tfloat3 pos = float3(clipPos.x,clipPos.y,Normal.w);\n");
}
else
{
out.Write("\tfloat3 _norm0 = normalize(float3(uv4.w,uv5.w,uv6.w));\n\n");
out.Write("\tfloat3 pos = float3(uv0.w,uv1.w,uv7.w);\n");
}
out.Write("\tfloat3 _norm0 = normalize(Normal.xyz);\n\n");
out.Write("\tfloat3 pos = float3(clipPos.x,clipPos.y,Normal.w);\n");
out.Write("\tfloat4 mat, lacc;\n"
"\tfloat3 ldir, h;\n"
@ -488,10 +437,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
GenerateLightingShader<T>(out, uid_data.lighting, components, I_PMATERIALS, I_PLIGHTS, "colors_", "colors_");
}
if (numTexgen < 7)
out.Write("\tclipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);\n");
else
out.Write("\tclipPos = float4(rawpos.x, rawpos.y, uv2.w, uv3.w);\n");
out.Write("\tclipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);\n");
// HACK to handle cases where the tex gen is not enabled
if (numTexgen == 0)