VideoCommon: Rename norm0/norm1/norm2 to normal/tangent/binormal

This commit is contained in:
Pokechu22
2022-04-22 12:50:44 -07:00
parent 88134a6786
commit 04fdadd9d5
13 changed files with 96 additions and 91 deletions

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@ -115,11 +115,12 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl)
for (int i = 0; i < 3; i++)
{
static constexpr std::array<const char*, 3> NAMES = {"NORMAL", "TANGENT", "BINORMAL"};
format = &vtx_decl.normals[i];
if (format->enable)
{
m_elems[m_num_elems].SemanticName = "NORMAL";
m_elems[m_num_elems].SemanticIndex = i;
m_elems[m_num_elems].SemanticName = NAMES[i];
m_elems[m_num_elems].SemanticIndex = 0;
m_elems[m_num_elems].AlignedByteOffset = format->offset;
m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;

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@ -92,7 +92,8 @@ void DXVertexFormat::MapAttributes()
{
if (m_decl.normals[i].enable)
{
AddAttribute("NORMAL", i, 0,
static constexpr std::array<const char*, 3> NAMES = {"NORMAL", "TANGENT", "BINORMAL"};
AddAttribute(NAMES[i], 0, 0,
VarToDXGIFormat(m_decl.normals[i].type, m_decl.normals[i].components,
m_decl.normals[i].integer),
m_decl.normals[i].offset);

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@ -68,7 +68,7 @@ GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& vtx_decl)
SetPointer(SHADER_POSITION_ATTRIB, vertex_stride, vtx_decl.position);
for (int i = 0; i < 3; i++)
SetPointer(SHADER_NORM0_ATTRIB + i, vertex_stride, vtx_decl.normals[i]);
SetPointer(SHADER_NORMAL_ATTRIB + i, vertex_stride, vtx_decl.normals[i]);
for (int i = 0; i < 2; i++)
SetPointer(SHADER_COLOR0_ATTRIB + i, vertex_stride, vtx_decl.colors[i]);

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@ -139,9 +139,9 @@ void SHADER::SetProgramBindings(bool is_compute)
glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "rawcolor0");
glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "rawcolor1");
glBindAttribLocation(glprogid, SHADER_NORM0_ATTRIB, "rawnorm0");
glBindAttribLocation(glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
glBindAttribLocation(glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
glBindAttribLocation(glprogid, SHADER_NORMAL_ATTRIB, "rawnormal");
glBindAttribLocation(glprogid, SHADER_TANGENT_ATTRIB, "rawtangent");
glBindAttribLocation(glprogid, SHADER_BINORMAL_ATTRIB, "rawbinormal");
}
for (int i = 0; i < 8; i++)

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@ -89,10 +89,10 @@ void SWVertexLoader::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_
OutputVertexData* outVertex = m_setup_unit.GetVertex();
TransformUnit::TransformPosition(&m_vertex, outVertex);
outVertex->normal = {};
if (VertexLoaderManager::g_current_components & VB_HAS_NRM0)
if (VertexLoaderManager::g_current_components & VB_HAS_NORMAL)
{
TransformUnit::TransformNormal(
&m_vertex, (VertexLoaderManager::g_current_components & VB_HAS_NRM2) != 0, outVertex);
&m_vertex, (VertexLoaderManager::g_current_components & VB_HAS_BINORMAL) != 0, outVertex);
}
TransformUnit::TransformColor(&m_vertex, outVertex);
TransformUnit::TransformTexCoord(&m_vertex, outVertex);

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@ -73,7 +73,7 @@ void VertexFormat::MapAttributes()
for (uint32_t i = 0; i < 3; i++)
{
if (m_decl.normals[i].enable)
AddAttribute(SHADER_NORM0_ATTRIB + i, 0,
AddAttribute(SHADER_NORMAL_ATTRIB + i, 0,
VarToVkFormat(m_decl.normals[i].type, m_decl.normals[i].components,
m_decl.normals[i].integer),
m_decl.normals[i].offset);