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synced 2025-07-24 14:49:42 -06:00
Video backends: mass-replace "xfregs" with "xfmem".
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@ -41,7 +41,7 @@ struct LightingUidData
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template<class T>
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static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index, const char* lightsColName, const char* lightsName, int coloralpha)
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{
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const LitChannel& chan = (litchan_index > 1) ? xfregs.alpha[litchan_index-2] : xfregs.color[litchan_index];
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const LitChannel& chan = (litchan_index > 1) ? xfmem.alpha[litchan_index-2] : xfmem.color[litchan_index];
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const char* swizzle = (coloralpha == 1) ? "xyz" : (coloralpha == 2) ? "w" : "xyzw";
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const char* swizzle_components = (coloralpha == 1) ? "3" : (coloralpha == 2) ? "" : "4";
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@ -117,14 +117,14 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
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template<class T>
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static void GenerateLightingShader(T& object, LightingUidData& uid_data, int components, const char* materialsName, const char* lightsColName, const char* lightsName, const char* inColorName, const char* dest)
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{
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for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++)
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for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
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{
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const LitChannel& color = xfregs.color[j];
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const LitChannel& alpha = xfregs.alpha[j];
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const LitChannel& color = xfmem.color[j];
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const LitChannel& alpha = xfmem.alpha[j];
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object.Write("{\n");
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uid_data.matsource |= xfregs.color[j].matsource << j;
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uid_data.matsource |= xfmem.color[j].matsource << j;
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if (color.matsource) // from vertex
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{
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if (components & (VB_HAS_COL0 << j))
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@ -139,10 +139,10 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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object.Write("int4 mat = %s[%d];\n", materialsName, j+2);
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}
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uid_data.enablelighting |= xfregs.color[j].enablelighting << j;
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uid_data.enablelighting |= xfmem.color[j].enablelighting << j;
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if (color.enablelighting)
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{
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uid_data.ambsource |= xfregs.color[j].ambsource << j;
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uid_data.ambsource |= xfmem.color[j].ambsource << j;
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if (color.ambsource) // from vertex
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{
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if (components & (VB_HAS_COL0<<j) )
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@ -166,7 +166,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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}
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// check if alpha is different
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uid_data.matsource |= xfregs.alpha[j].matsource << (j+2);
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uid_data.matsource |= xfmem.alpha[j].matsource << (j+2);
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if (alpha.matsource != color.matsource)
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{
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if (alpha.matsource) // from vertex
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@ -183,10 +183,10 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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}
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}
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uid_data.enablelighting |= xfregs.alpha[j].enablelighting << (j+2);
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uid_data.enablelighting |= xfmem.alpha[j].enablelighting << (j+2);
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if (alpha.enablelighting)
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{
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uid_data.ambsource |= xfregs.alpha[j].ambsource << (j+2);
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uid_data.ambsource |= xfmem.alpha[j].ambsource << (j+2);
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if (alpha.ambsource) // from vertex
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{
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if (components & (VB_HAS_COL0<<j) )
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