Readability, comments, tiny typo bugfix in gl gfx plugin (fix is on line 322 in pixelshadermanager)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@930 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2008-10-21 20:34:56 +00:00
parent e1baf2ead4
commit 58e3c8df8f
6 changed files with 218 additions and 185 deletions

View File

@ -161,7 +161,7 @@ void BPWritten(int addr, int changes, int newval)
case BPMEM_LINEPTWIDTH:
{
float fratio = VertexShaderMngr::rawViewport[0] != 0 ? (float)Renderer::GetTargetWidth() / 640.0f : 1.0f;
float fratio = VertexShaderMngr::GetPixelAspectRatio();
if (bpmem.lineptwidth.linesize > 0)
glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f); // scale by ratio of widths
if (bpmem.lineptwidth.pointsize > 0)

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@ -133,7 +133,6 @@ FRAGMENTSHADER* PixelShaderMngr::GetShader()
}
PSCacheEntry& newentry = pshaders[uid];
char *code = GeneratePixelShader(s_texturemask,
Renderer::GetZBufferTarget() != 0,
Renderer::GetRenderMode() != Renderer::RM_Normal);
@ -184,9 +183,6 @@ void PixelShaderMngr::Cleanup()
bool PixelShaderMngr::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
{
// todo: Should error be checked?
// CGerror cgerr = cgGetError();
char stropt[64];
sprintf(stropt, "MaxLocalParams=32,NumInstructionSlots=%d", s_nMaxPixelInstructions);
const char* opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
@ -207,6 +203,7 @@ bool PixelShaderMngr::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrpro
if (Renderer::IsUsingATIDrawBuffers()) {
// sometimes compilation can use ARB_draw_buffers, which would fail for ATI cards
// replace the three characters ARB with ATI. TODO - check whether this is fixed in modern ATI drivers.
char* poptions = strstr(pcompiledprog, "ARB_draw_buffers");
if (poptions != NULL) {
poptions[0] = 'A';
@ -313,6 +310,7 @@ void PixelShaderMngr::SetConstants(FRAGMENTSHADER& ps)
// indirect incoming texture scales, update all!
if (s_bIndTexScaleChanged) {
// set as two sets of vec4s, each containing S and T of two ind stages.
float f[8];
for (u32 i = 0; i < bpmem.genMode.numindstages; ++i) {
@ -321,7 +319,7 @@ void PixelShaderMngr::SetConstants(FRAGMENTSHADER& ps)
TCoordInfo& tc = bpmem.texcoords[texcoord];
f[2*i] = bpmem.texscale[i/2].getScaleS(i&1) * (float)(tc.s.scale_minus_1+1) / (float)(lastTexDims[srctexmap] & 0xffff);
f[2*i+1] = bpmem.texscale[i/2].getScaleT(i&1) * (float)(tc.t.scale_minus_1+1) / (float)((lastTexDims[srctexmap]>>16)&0xfff);
f[2*i+1] = bpmem.texscale[i/2].getScaleT(i&1) * (float)(tc.t.scale_minus_1+1) / (float)((lastTexDims[srctexmap] >> 16) & 0xffff);
PRIM_LOG("tex indscale%d: %f %f\n", i, f[2*i], f[2*i+1]);
}
@ -361,7 +359,6 @@ void PixelShaderMngr::SetConstants(FRAGMENTSHADER& ps)
void PixelShaderMngr::SetPSTextureDims(int texid)
{
float fdims[4];
if (s_texturemask & (1<<texid)) {
if (maptocoord[texid] >= 0) {
TCoordInfo& tc = bpmem.texcoords[maptocoord[texid]];
@ -392,7 +389,6 @@ void PixelShaderMngr::SetPSTextureDims(int texid)
fdims[3] = 1.0f/(float)((lastTexDims[texid]>>16)&0xfff);
}
}
PRIM_LOG("texdims%d: %f %f %f %f\n", texid, fdims[0], fdims[1], fdims[2], fdims[3]);
SetPSConstant4fv(C_TEXDIMS + texid, fdims);
}
@ -517,6 +513,8 @@ GLuint PixelShaderMngr::GetColorMatrixProgram()
return s_ColorMatrixProgram;
}
// Mash together all the inputs that contribute to the code of a generated pixel shader into
// a unique identifier, basically containing all the bits. Yup, it's a lot ....
void PixelShaderMngr::GetPixelShaderId(PixelShaderMngr::PIXELSHADERUID& uid)
{
u32 projtexcoords = 0;
@ -527,22 +525,25 @@ void PixelShaderMngr::GetPixelShaderId(PixelShaderMngr::PIXELSHADERUID& uid)
projtexcoords |= 1 << texcoord;
}
}
u32 zbufrender = (Renderer::GetZBufferTarget() && bpmem.zmode.updateenable) ? 1 : 0;
u32 zBufRenderToCol0 = Renderer::GetRenderMode() != Renderer::RM_Normal;
uid.values[0] = (u32)bpmem.genMode.numtevstages|((u32)bpmem.genMode.numindstages<<4)|((u32)bpmem.genMode.numtexgens<<7)
|((u32)bpmem.dstalpha.enable<<11)|((u32)((bpmem.alphaFunc.hex>>16)&0xff)<<12)|(projtexcoords<<20)|((u32)bpmem.ztex2.op<<28)
|(zbufrender<<30)|(zBufRenderToCol0<<31);
uid.values[0] = (u32)bpmem.genMode.numtevstages |
((u32)bpmem.genMode.numindstages << 4) |
((u32)bpmem.genMode.numtexgens << 7) |
((u32)bpmem.dstalpha.enable << 11) |
((u32)((bpmem.alphaFunc.hex >> 16) & 0xff) << 12) |
(projtexcoords << 20) |
((u32)bpmem.ztex2.op << 28) |
(zbufrender << 30) |
(zBufRenderToCol0 << 31);
s_curuid.values[0] = (s_curuid.values[0] & ~0x0ff00000) | (projtexcoords << 20);
// swap table
for (int i = 0; i < 8; i += 2)
((u8*)&uid.values[1])[i/2] = (bpmem.tevksel[i].hex & 0xf) | ((bpmem.tevksel[i + 1].hex & 0xf)<<4);
uid.values[2] = s_texturemask;
int hdr = 3;
u32* pcurvalue = &uid.values[hdr];
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages+1; ++i) {
TevStageCombiner::ColorCombiner &cc = bpmem.combiners[i].colorC;
@ -552,7 +553,6 @@ void PixelShaderMngr::GetPixelShaderId(PixelShaderMngr::PIXELSHADERUID& uid)
u32 val1 = ac.hex&0xffffff;
val0 |= bpmem.tevksel[i/2].getKC(i&1)<<24;
val1 |= bpmem.tevksel[i/2].getKA(i&1)<<24;
pcurvalue[0] = val0;
pcurvalue[1] = val1;
pcurvalue += 2;
@ -560,10 +560,14 @@ void PixelShaderMngr::GetPixelShaderId(PixelShaderMngr::PIXELSHADERUID& uid)
for (u32 i = 0; i < ((u32)bpmem.genMode.numtevstages+1)/2; ++i) {
u32 val0, val1;
if (bpmem.tevorders[i].hex&0x40 ) val0 = bpmem.tevorders[i].hex&0x3ff;
else val0 = bpmem.tevorders[i].hex&0x380;
if (bpmem.tevorders[i].hex&0x40000 ) val1 = (bpmem.tevorders[i].hex&0x3ff000)>>12;
else val1 = (bpmem.tevorders[i].hex&0x380000)>>12;
if (bpmem.tevorders[i].hex & 0x40)
val0 = bpmem.tevorders[i].hex & 0x3ff;
else
val0 = bpmem.tevorders[i].hex & 0x380;
if (bpmem.tevorders[i].hex & 0x40000)
val1 = (bpmem.tevorders[i].hex & 0x3ff000) >> 12;
else
val1 = (bpmem.tevorders[i].hex & 0x380000) >> 12;
switch (i % 3) {
case 0: pcurvalue[0] = val0|(val1<<10); break;
@ -574,13 +578,15 @@ void PixelShaderMngr::GetPixelShaderId(PixelShaderMngr::PIXELSHADERUID& uid)
if ((bpmem.genMode.numtevstages + 1) & 1) { // odd
u32 val0;
if (bpmem.tevorders[bpmem.genMode.numtevstages/2].hex&0x40 ) val0 = bpmem.tevorders[bpmem.genMode.numtevstages/2].hex&0x3ff;
else val0 = bpmem.tevorders[bpmem.genMode.numtevstages/2].hex&0x380;
if (bpmem.tevorders[bpmem.genMode.numtevstages/2].hex & 0x40)
val0 = bpmem.tevorders[bpmem.genMode.numtevstages/2].hex&0x3ff;
else
val0 = bpmem.tevorders[bpmem.genMode.numtevstages/2].hex & 0x380;
switch (bpmem.genMode.numtevstages % 3) {
case 0: pcurvalue[0] = val0; break;
case 1: pcurvalue[0] |= val0 << 20; break;
case 2: pcurvalue[1] |= (val0<<10); pcurvalue++; break;
case 2: pcurvalue[1] |= val0 << 10; pcurvalue++; break;
}
}
@ -598,5 +604,6 @@ void PixelShaderMngr::GetPixelShaderId(PixelShaderMngr::PIXELSHADERUID& uid)
}
}
// yeah, well ....
uid.indstages = (u32)(pcurvalue - &uid.values[0] - 2 - uid.tevstages);
}

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@ -137,13 +137,15 @@ VertexLoader::~VertexLoader()
int VertexLoader::ComputeVertexSize()
{
if (!m_AttrDirty) {
if (m_VtxDesc.Hex0 == VertexManager::GetVtxDesc().Hex0 && (m_VtxDesc.Hex1&1)==(VertexManager::GetVtxDesc().Hex1&1))
// Compare the 33 desc bits.
if (m_VtxDesc.Hex0 == VertexManager::GetVtxDesc().Hex0 &&
(m_VtxDesc.Hex1 & 1) == (VertexManager::GetVtxDesc().Hex1 & 1))
return m_VertexSize;
m_VtxDesc.Hex = VertexManager::GetVtxDesc().Hex;
}
else {
// set anyway
// Attributes are dirty so we have to recompute everything anyway.
m_VtxDesc.Hex = VertexManager::GetVtxDesc().Hex;
}
@ -157,14 +159,14 @@ int VertexLoader::ComputeVertexSize()
m_VertexSize += 1;
// Texture matrix indices
if (m_VtxDesc.Tex0MatIdx) {m_VertexSize+=1; }
if (m_VtxDesc.Tex1MatIdx) {m_VertexSize+=1; }
if (m_VtxDesc.Tex2MatIdx) {m_VertexSize+=1; }
if (m_VtxDesc.Tex3MatIdx) {m_VertexSize+=1; }
if (m_VtxDesc.Tex4MatIdx) {m_VertexSize+=1; }
if (m_VtxDesc.Tex5MatIdx) {m_VertexSize+=1; }
if (m_VtxDesc.Tex6MatIdx) {m_VertexSize+=1; }
if (m_VtxDesc.Tex7MatIdx) {m_VertexSize+=1; }
if (m_VtxDesc.Tex0MatIdx) m_VertexSize += 1;
if (m_VtxDesc.Tex1MatIdx) m_VertexSize += 1;
if (m_VtxDesc.Tex2MatIdx) m_VertexSize += 1;
if (m_VtxDesc.Tex3MatIdx) m_VertexSize += 1;
if (m_VtxDesc.Tex4MatIdx) m_VertexSize += 1;
if (m_VtxDesc.Tex5MatIdx) m_VertexSize += 1;
if (m_VtxDesc.Tex6MatIdx) m_VertexSize += 1;
if (m_VtxDesc.Tex7MatIdx) m_VertexSize += 1;
switch (m_VtxDesc.Position) {
case NOT_PRESENT: {_assert_("Vertex descriptor without position!");} break;
@ -396,7 +398,6 @@ void VertexLoader::ProcessFormat()
// Texture matrix indices (remove if corresponding texture coordinate isn't enabled)
for (int i = 0; i < 8; i++) {
SetupTexCoord(i, tc[i], m_VtxAttr.texCoord[i].Format, m_VtxAttr.texCoord[i].Elements, m_VtxAttr.texCoord[i].Frac);
if (m_components & (VB_HAS_TEXMTXIDX0 << i)) {
if (tc[i] != NOT_PRESENT) {
// if texmtx is included, texcoord will always be 3 floats, z will be the texmtx index
@ -719,6 +720,7 @@ void VertexLoader::RunVertices(int primitive, int count)
if ((v % granularity) == 0)
{
if (VertexManager::GetRemainingSize() < granularity*m_VBVertexStride) {
// This buffer full - break current primitive and flush, to switch to the next buffer.
u8* plastptr = VertexManager::s_pCurBufferPointer;
if (v - startv > 0)
VertexManager::AddVertices(primitive, v - startv + extraverts);

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@ -24,7 +24,7 @@ static u32 s_prevcomponents; // previous state set
u8* VertexManager::s_pCurBufferPointer = NULL;
const GLenum c_primitiveType[8] =
static const GLenum c_primitiveType[8] =
{
GL_QUADS,
0, //nothing
@ -57,6 +57,7 @@ bool VertexManager::Init()
glEnableClientState(GL_VERTEX_ARRAY);
fnSetupVertexPointers = NULL;
s_vStoredPrimitives.reserve(1000);
GL_REPORT_ERRORD();
return true;
@ -245,6 +246,9 @@ void VertexManager::Flush()
PixelShaderMngr::SetConstants(*ps);
// finally bind
// TODO - cache progid, check if same as before. Maybe GL does this internally, though.
// This is the really annoying problem with GL - you never know whether it's worth caching stuff yourself.
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vs->glprogid);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ps->glprogid);
@ -253,7 +257,8 @@ void VertexManager::Flush()
#endif
int offset = 0;
for (vector< pair<int, int> >::const_iterator it = s_vStoredPrimitives.begin(); it != s_vStoredPrimitives.end(); ++it) {
for (vector< pair<int, int> >::const_iterator it = s_vStoredPrimitives.begin(); it != s_vStoredPrimitives.end(); ++it)
{
glDrawArrays(it->first, offset, it->second);
offset += it->second;
}

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@ -36,24 +36,23 @@
VertexShaderMngr::VSCache VertexShaderMngr::vshaders;
VERTEXSHADER* VertexShaderMngr::pShaderLast = NULL;
float VertexShaderMngr::rawViewport[6] = {0};
float VertexShaderMngr::rawProjection[7] = {0};
float GC_ALIGNED16(g_fProjectionMatrix[16]);
static int s_nMaxVertexInstructions;
extern int A, B;
extern float AR;
extern int nBackbufferWidth, nBackbufferHeight;
////////////////////////
// Internal Variables //
////////////////////////
static float s_fMaterials[16];
// Internal Variables
static int s_nMaxVertexInstructions;
static float s_fMaterials[16];
static float rawViewport[6] = {0};
static float rawProjection[7] = {0};
// track changes
static bool bTexMatricesChanged[2], bPosNormalMatrixChanged, bProjectionChanged, bViewportChanged;
int nMaterialsChanged;
static int nMaterialsChanged;
static int nTransformMatricesChanged[2]; // min,max
static int nNormalMatricesChanged[2]; // min,max
static int nPostTransformMatricesChanged[2]; // min,max
@ -85,12 +84,15 @@ void VertexShaderMngr::Init()
void VertexShaderMngr::Shutdown()
{
VSCache::iterator iter = vshaders.begin();
for (;iter!=vshaders.end();iter++)
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); iter++)
iter->second.Destroy();
vshaders.clear();
}
float VertexShaderMngr::GetPixelAspectRatio() {
return rawViewport[0] != 0 ? (float)Renderer::GetTargetWidth() / 640.0f : 1.0f;
}
VERTEXSHADER* VertexShaderMngr::GetShader(u32 components)
{
DVSTARTPROFILE();
@ -268,11 +270,17 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
for (int i = istart; i < iend; ++i) {
u32 color = *(const u32*)(xfmemptr + 3);
SetVSConstant4f(C_LIGHTS + 5*i,
((color>>24)&0xFF)/255.0f, ((color>>16)&0xFF)/255.0f, ((color>>8)&0xFF)/255.0f, ((color)&0xFF)/255.0f);
((color >> 24) & 0xFF)/255.0f,
((color >> 16) & 0xFF)/255.0f,
((color >> 8) & 0xFF)/255.0f,
((color) & 0xFF)/255.0f);
xfmemptr += 4;
for (int j = 0; j < 4; ++j, xfmemptr += 3) {
if( j == 1 && fabs(xfmemptr[0]) < 0.00001f && fabs(xfmemptr[1]) < 0.00001f && fabs(xfmemptr[2]) < 0.00001f) {
// dist atten, make sure not equal to 0!!!
if (j == 1 &&
fabs(xfmemptr[0]) < 0.00001f &&
fabs(xfmemptr[1]) < 0.00001f &&
fabs(xfmemptr[2]) < 0.00001f) {
// dist attenuation, make sure not equal to 0!!!
SetVSConstant4f(C_LIGHTS+5*i+j+1, 0.00001f, xfmemptr[1], xfmemptr[2], 0);
}
else
@ -307,9 +315,10 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
if (bTexMatricesChanged[0]) {
bTexMatricesChanged[0] = false;
float* fptrs[] = {(float*)xfmem + MatrixIndexA.Tex0MtxIdx * 4, (float*)xfmem + MatrixIndexA.Tex1MtxIdx * 4,
(float*)xfmem + MatrixIndexA.Tex2MtxIdx * 4, (float*)xfmem + MatrixIndexA.Tex3MtxIdx * 4 };
float* fptrs[] = {
(float*)xfmem + MatrixIndexA.Tex0MtxIdx * 4, (float*)xfmem + MatrixIndexA.Tex1MtxIdx * 4,
(float*)xfmem + MatrixIndexA.Tex2MtxIdx * 4, (float*)xfmem + MatrixIndexA.Tex3MtxIdx * 4
};
for (int i = 0; i < 4; ++i) {
SetVSConstant4fv(C_TEXMATRICES+3*i, fptrs[i]);
@ -352,8 +361,10 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
int scissorYOff = bpmem.scissorOffset.y * 2 - 342;
float fourThree = 4.0f / 3.0f;
float ratio = AR / fourThree;
float hAdj; float wAdj; float actualRatiow; float actualRatioh;
int overfl; int xoffs = 0; int yoffs = 0;
float wAdj, hAdj;
float actualRatiow, actualRatioh;
int overfl;
int xoffs = 0, yoffs = 0;
int wid, hei, actualWid, actualHei;
int winw = nBackbufferWidth; int winh = nBackbufferHeight;
if (g_Config.bKeepAR)
@ -420,17 +431,17 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
g_fProjectionMatrix[0] = rawProjection[0];
g_fProjectionMatrix[1] = 0.0f;
g_fProjectionMatrix[2] = rawProjection[1];
g_fProjectionMatrix[3] = 0;//-0.5f/Renderer::GetTargetWidth();
g_fProjectionMatrix[3] = 0;
g_fProjectionMatrix[4] = 0.0f;
g_fProjectionMatrix[5] = rawProjection[2];
g_fProjectionMatrix[6] = rawProjection[3];
g_fProjectionMatrix[7] = 0;//+0.5f/Renderer::GetTargetHeight();
g_fProjectionMatrix[7] = 0;
g_fProjectionMatrix[8] = 0.0f;
g_fProjectionMatrix[9] = 0.0f;
g_fProjectionMatrix[10] = rawProjection[4];
g_fProjectionMatrix[11] = -(0.0f - rawProjection[5]);
g_fProjectionMatrix[11] = -(0.0f - rawProjection[5]); // Yes, it's important that it's done this way.
g_fProjectionMatrix[12] = 0.0f;
g_fProjectionMatrix[13] = 0.0f;
@ -451,7 +462,7 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
g_fProjectionMatrix[8] = 0.0f;
g_fProjectionMatrix[9] = 0.0f;
g_fProjectionMatrix[10] = rawProjection[4];
g_fProjectionMatrix[11] = -(0.0f - rawProjection[5]);
g_fProjectionMatrix[11] = -(0.0f - rawProjection[5]); // Yes, it's important that it's done this way.
g_fProjectionMatrix[12] = 0;
g_fProjectionMatrix[13] = 0;
@ -564,10 +575,10 @@ void VertexShaderMngr::SetTexMatrixChangedB(u32 Value)
void VertexShaderMngr::SetViewport(float* _Viewport)
{
// check for paper mario
// Workaround for paper mario, yep this is bizarre.
for (size_t i = 0; i < ARRAYSIZE(rawViewport); ++i) {
if( *(u32*)(_Viewport + i) == 0x7f800000 )
return; // invalid number
if (*(u32*)(_Viewport + i) == 0x7f800000) // invalid fp number
return;
}
memcpy(rawViewport, _Viewport, sizeof(rawViewport));
bViewportChanged = true;
@ -723,16 +734,16 @@ void VertexShaderMngr::LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
break;
case 0x1018:
//_assert_msg_(GX_XF, 0, "XF matrixindex0");
VertexShaderMngr::SetTexMatrixChangedA(data); //?
SetTexMatrixChangedA(data); //?
break;
case 0x1019:
//_assert_msg_(GX_XF, 0, "XF matrixindex1");
VertexShaderMngr::SetTexMatrixChangedB(data); //?
SetTexMatrixChangedB(data); //?
break;
case 0x101a:
VertexManager::Flush();
VertexShaderMngr::SetViewport((float*)&pData[i]);
SetViewport((float*)&pData[i]);
i += 6;
break;
@ -795,7 +806,7 @@ void VertexShaderMngr::LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
}
}
// Check docs for this sucker...
// TODO - verify that it is correct. Seems to work, though.
void VertexShaderMngr::LoadIndexedXF(u32 val, int array)
{
int index = val >> 16;
@ -816,21 +827,31 @@ float* VertexShaderMngr::GetPosNormalMat()
return (float*)xfmem + MatrixIndexA.PosNormalMtxIdx * 4;
}
// Mash together all the inputs that contribute to the code of a generated vertex shader into
// a unique identifier, basically containing all the bits. Yup, it's a lot ....
void VertexShaderMngr::GetVertexShaderId(VERTEXSHADERUID& id, u32 components)
{
u32 zbufrender = (bpmem.ztex2.op == ZTEXTURE_ADD) || Renderer::GetZBufferTarget() != 0;
id.values[0] = components|(xfregs.numTexGens<<23)|(xfregs.nNumChans<<27)|((u32)xfregs.bEnableDualTexTransform<<29)|(zbufrender<<30);
id.values[0] = components |
(xfregs.numTexGens << 23) |
(xfregs.nNumChans << 27) |
((u32)xfregs.bEnableDualTexTransform << 29) |
(zbufrender << 30);
for (int i = 0; i < 2; ++i) {
id.values[1+i] = xfregs.colChans[i].color.enablelighting?(u32)xfregs.colChans[i].color.hex:(u32)xfregs.colChans[i].color.matsource;
id.values[1+i] |= (xfregs.colChans[i].alpha.enablelighting?(u32)xfregs.colChans[i].alpha.hex:(u32)xfregs.colChans[i].alpha.matsource)<<15;
id.values[1+i] = xfregs.colChans[i].color.enablelighting ?
(u32)xfregs.colChans[i].color.hex :
(u32)xfregs.colChans[i].color.matsource;
id.values[1+i] |= (xfregs.colChans[i].alpha.enablelighting ?
(u32)xfregs.colChans[i].alpha.hex :
(u32)xfregs.colChans[i].alpha.matsource) << 15;
}
// fog
id.values[1] |= (((u32)bpmem.fog.c_proj_fsel.fsel & 3) << 30);
id.values[2] |= (((u32)bpmem.fog.c_proj_fsel.fsel >> 2) << 30);
u32* pcurvalue = &id.values[3];
for (int i = 0; i < xfregs.numTexGens; ++i) {
TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)

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@ -123,9 +123,7 @@ public:
static void LoadIndexedXF(u32 val, int array);
static float* GetPosNormalMat();
static float rawViewport[6];
static float rawProjection[7];
static float GetPixelAspectRatio();
};