PixelShaderGen: Change indirect texture matrix uniforms to use integers.

This commit is contained in:
Tony Wasserka
2013-10-10 21:09:00 +02:00
parent c13a5c38e9
commit 0238a56816
4 changed files with 39 additions and 30 deletions

View File

@ -544,19 +544,21 @@ void Tev::Indirect(unsigned int stageNum, s32 s, s32 t)
switch (indirect.mid & 12)
{
case 0:
shift = 3 + (17 - scale);
indtevtrans[0] = indmtx.col0.ma * indcoord[0] + indmtx.col1.mc * indcoord[1] + indmtx.col2.me * indcoord[2];
indtevtrans[1] = indmtx.col0.mb * indcoord[0] + indmtx.col1.md * indcoord[1] + indmtx.col2.mf * indcoord[2];
// matrix values are S0.10, output format is S17.7, so divide by 8
shift = (17 - scale);
indtevtrans[0] = (indmtx.col0.ma * indcoord[0] + indmtx.col1.mc * indcoord[1] + indmtx.col2.me * indcoord[2]) >> 3;
indtevtrans[1] = (indmtx.col0.mb * indcoord[0] + indmtx.col1.md * indcoord[1] + indmtx.col2.mf * indcoord[2]) >> 3;
break;
case 4: // s matrix
shift = 8 + (17 - scale);
indtevtrans[0] = s * indcoord[0];
indtevtrans[1] = t * indcoord[0];
// s is S17.7, matrix elements are divided by 256, output is S17.7, so divide by 256. - TODO: Maybe, since s is actually stored as S24, we should divide by 256*64?
shift = (17 - scale);
indtevtrans[0] = s * indcoord[0] / 256;
indtevtrans[1] = t * indcoord[0] / 256;
break;
case 8: // t matrix
shift = 8 + (17 - scale);
indtevtrans[0] = s * indcoord[1];
indtevtrans[1] = t * indcoord[1];
shift = (17 - scale);
indtevtrans[0] = s * indcoord[1] / 256;
indtevtrans[1] = t * indcoord[1] / 256;
break;
default:
return;