some work on zscale and zoffset, don't know if this is correct but at least it seem to fix one or two games.

thanks a lot to chaoscode he make possible to test this on nvidia. please test this a lot and give me feedback :)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4468 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2009-10-25 23:10:30 +00:00
parent 1adc944115
commit 0511d6e185
11 changed files with 65 additions and 17 deletions

View File

@ -198,7 +198,7 @@ const char *GenerateVertexShader(u32 components, bool D3D)
//"half3 norm2 = normalize(_norm2);\n");
}
else {
WRITE(p, "float4 pos = float4(dot("I_POSNORMALMATRIX".T0, rawpos), dot("I_POSNORMALMATRIX".T1, rawpos), dot("I_POSNORMALMATRIX".T2, rawpos), 1);\n");
WRITE(p, "float4 pos = float4(dot("I_POSNORMALMATRIX".T0, rawpos), dot("I_POSNORMALMATRIX".T1, rawpos), dot("I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n");
if (components & VB_HAS_NRM0)
WRITE(p, "half3 _norm0 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm0));\n"
"half3 norm0 = normalize(_norm0);\n");
@ -243,7 +243,7 @@ const char *GenerateVertexShader(u32 components, bool D3D)
if (components & (VB_HAS_COL0<<j) )
WRITE(p, "lacc = color%d;\n", j);
else
WRITE(p, "lacc = half4(0.0f,0.0f,0.0f,0.0f);\n");
WRITE(p, "lacc = half4(0,0,0,0);\n");
}
else // from color
WRITE(p, "lacc = "I_MATERIALS".C%d;\n", j);
@ -338,7 +338,7 @@ const char *GenerateVertexShader(u32 components, bool D3D)
case XF_SRCNORMAL_INROW:
if (components & VB_HAS_NRM0) {
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
WRITE(p, "float4 coord = float4(rawnorm0.xyz, 1.0);\n");
WRITE(p, "float4 coord = float4(rawnorm0.xyz, 1.0f);\n");
}
else WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n"); // avoid errors
break;
@ -348,14 +348,14 @@ const char *GenerateVertexShader(u32 components, bool D3D)
case XF_SRCBINORMAL_T_INROW:
if (components & VB_HAS_NRM1) {
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
WRITE(p, "float4 coord = float4(rawnorm1.xyz, 1.0);\n");
WRITE(p, "float4 coord = float4(rawnorm1.xyz, 1.0f);\n");
}
else WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n"); // avoid errors
break;
case XF_SRCBINORMAL_B_INROW:
if (components & VB_HAS_NRM2) {
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
WRITE(p, "float4 coord = float4(rawnorm2.xyz, 1.0);\n");
WRITE(p, "float4 coord = float4(rawnorm2.xyz, 1.0f);\n");
}
else WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n"); // avoid errors
break;
@ -479,7 +479,7 @@ char* GenerateLightShader(char* p, int index, const LitChannel& chan, const char
WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, half3(1, attn, attn*attn))) / dot("I_LIGHTS".lights[%d].distatt.xyz, half3(1,dist,dist2));\n", index, index);
}
else if (chan.attnfunc == 1) { // specular
WRITE(p, "attn = dot(norm0, "I_LIGHTS".lights[%d].pos.xyz) > 0 ? max(0.0f, dot(norm0, "I_LIGHTS".lights[%d].dir.xyz)) : 0;\n", index, index);
WRITE(p, "attn = dot(norm0, "I_LIGHTS".lights[%d].pos.xyz) > 0.0f ? max(0.0f, dot(norm0, "I_LIGHTS".lights[%d].dir.xyz)) : 0.0f;\n", index, index);
WRITE(p, "ldir = half3(1,attn,attn*attn);\n");
WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, ldir)) / dot("I_LIGHTS".lights[%d].distatt.xyz, ldir);\n", index, index);
}