LightingShader: Drop xfmem usage.

Our shaders must only depend on the UID, not on any global state.
This commit is contained in:
degasus
2016-09-28 23:31:10 +02:00
parent 829fc8f0ad
commit 083be0832f
5 changed files with 10 additions and 8 deletions

View File

@ -72,9 +72,9 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d
// inColorName is color in vs and colors_ in ps
// dest is o.colors_ in vs and colors_ in ps
void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components,
const char* inColorName, const char* dest)
u32 numColorChans, const char* inColorName, const char* dest)
{
for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
for (unsigned int j = 0; j < numColorChans; j++)
{
object.Write("{\n");
@ -200,4 +200,4 @@ void GetLightingShaderUid(LightingUidData& uid_data)
uid_data.light_mask |= xfmem.alpha[j].GetFullLightMask() << (8 * (j + 2));
}
}
}
}