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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
This is the terrible bit that can't be removed until we use UBOs in the GLSL shaders.
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@ -173,7 +173,7 @@ void VertexShaderManager::Dirty()
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// TODO: A cleaner way to control the matricies without making a mess in the parameters field
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void VertexShaderManager::SetConstants()
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{
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if (nTransformMatricesChanged[0] >= 0)
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if (nTransformMatricesChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
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{
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int startn = nTransformMatricesChanged[0] / 4;
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int endn = (nTransformMatricesChanged[1] + 3) / 4;
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@ -181,7 +181,7 @@ void VertexShaderManager::SetConstants()
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SetMultiVSConstant4fv(C_TRANSFORMMATRICES + startn, endn - startn, pstart);
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nTransformMatricesChanged[0] = nTransformMatricesChanged[1] = -1;
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}
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if (nNormalMatricesChanged[0] >= 0)
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if (nNormalMatricesChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
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{
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int startn = nNormalMatricesChanged[0] / 3;
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int endn = (nNormalMatricesChanged[1] + 2) / 3;
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@ -190,7 +190,7 @@ void VertexShaderManager::SetConstants()
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nNormalMatricesChanged[0] = nNormalMatricesChanged[1] = -1;
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}
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if (nPostTransformMatricesChanged[0] >= 0)
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if (nPostTransformMatricesChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
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{
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int startn = nPostTransformMatricesChanged[0] / 4;
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int endn = (nPostTransformMatricesChanged[1] + 3 ) / 4;
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@ -198,7 +198,7 @@ void VertexShaderManager::SetConstants()
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SetMultiVSConstant4fv(C_POSTTRANSFORMMATRICES + startn, endn - startn, pstart);
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}
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if (nLightsChanged[0] >= 0)
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if (nLightsChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
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{
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// lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
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int istart = nLightsChanged[0] / 0x10;
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@ -234,14 +234,14 @@ void VertexShaderManager::SetConstants()
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nLightsChanged[0] = nLightsChanged[1] = -1;
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}
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if (nMaterialsChanged)
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if (nMaterialsChanged || g_ActiveConfig.bUseGLSL)
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{
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float GC_ALIGNED16(material[4]);
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float NormalizationCoef = 1 / 255.0f;
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for (int i = 0; i < 4; ++i)
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{
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if (nMaterialsChanged & (1 << i))
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if (nMaterialsChanged & (1 << i) || g_ActiveConfig.bUseGLSL)
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{
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u32 data = *(xfregs.ambColor + i);
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@ -257,7 +257,7 @@ void VertexShaderManager::SetConstants()
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nMaterialsChanged = 0;
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}
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if (bPosNormalMatrixChanged)
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if (bPosNormalMatrixChanged || g_ActiveConfig.bUseGLSL)
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{
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bPosNormalMatrixChanged = false;
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@ -268,7 +268,7 @@ void VertexShaderManager::SetConstants()
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SetMultiVSConstant3fv(C_POSNORMALMATRIX + 3, 3, norm);
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}
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if (bTexMatricesChanged[0])
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if (bTexMatricesChanged[0] || g_ActiveConfig.bUseGLSL)
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{
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bTexMatricesChanged[0] = false;
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const float *fptrs[] =
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@ -283,7 +283,7 @@ void VertexShaderManager::SetConstants()
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}
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}
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if (bTexMatricesChanged[1])
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if (bTexMatricesChanged[1] || g_ActiveConfig.bUseGLSL)
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{
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bTexMatricesChanged[1] = false;
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const float *fptrs[] = {
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@ -297,7 +297,7 @@ void VertexShaderManager::SetConstants()
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}
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}
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if (bViewportChanged)
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if (bViewportChanged || g_ActiveConfig.bUseGLSL)
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{
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bViewportChanged = false;
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SetVSConstant4f(C_DEPTHPARAMS,xfregs.viewport.farZ / 16777216.0f,xfregs.viewport.zRange / 16777216.0f,0.0f,0.0f);
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@ -306,7 +306,7 @@ void VertexShaderManager::SetConstants()
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bProjectionChanged = true;
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}
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if (bProjectionChanged)
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if (bProjectionChanged || g_ActiveConfig.bUseGLSL)
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{
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bProjectionChanged = false;
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