Multithreadded Shadergen: Second Pass over vertex/lighting Shadergens

As much as possible, the asserts have been moved out of the GetUID
function. But there are some places where asserts depend on variables
that aren't stored in the shader UID.
This commit is contained in:
Scott Mansell
2016-01-17 00:34:06 +13:00
parent 28c7113e41
commit 1a831cfc7d
8 changed files with 114 additions and 76 deletions

View File

@ -488,8 +488,10 @@ static T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
// out.SetConstantsUsed(C_PLIGHT_COLORS, C_PLIGHT_COLORS+7); // TODO: Can be optimized further
// out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further
// out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
GenerateLightingShader<T>(out, uid_data->lighting, uid_data->components << VB_COL_SHIFT,
"colors_", "col");
// FIXME: Disabled until pixelshadergen is split
// GenerateLightingShader(out, uid_data->lighting, uid_data->components << VB_COL_SHIFT,
// "colors_", "col");
}
// HACK to handle cases where the tex gen is not enabled