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synced 2025-07-21 05:09:34 -06:00
Fix a vertex shader generation bug that crashed Super Monkey Ball. Better shader error handling. Random warning fixes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4170 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -336,7 +336,7 @@ const char *GenerateVertexShader(u32 components, bool D3D)
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_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
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WRITE(p, "float4 coord = float4(rawnorm0.xyz, 1.0);\n");
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}
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else WRITE(p, "float4 coord = 0;\n");
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else WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n"); // avoid errors
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break;
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case XF_SRCCOLORS_INROW:
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_assert_( texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 || texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1 );
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@ -346,21 +346,21 @@ const char *GenerateVertexShader(u32 components, bool D3D)
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_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
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WRITE(p, "float4 coord = float4(rawnorm1.xyz, 1.0);\n");
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}
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else WRITE(p, "float4 coord = 0;\n");
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else WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n"); // avoid errors
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break;
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case XF_SRCBINORMAL_B_INROW:
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if (components & VB_HAS_NRM2) {
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_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
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WRITE(p, "float4 coord = float4(rawnorm2.xyz, 1.0);\n");
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}
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else WRITE(p, "float4 coord = 0;\n");
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else WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n"); // avoid errors
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break;
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default:
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_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
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if (components & (VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) )
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WRITE(p, "float4 coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
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else
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WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
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WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n"); // avoid errors
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break;
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}
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