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Merge pull request #3950 from phire/fix-warnings
VideoCommon: Fix some warnings.
This commit is contained in:
commit
6b01eca3a0
@ -15,6 +15,7 @@ set(SRCS AsyncRequests.cpp
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HiresTextures.cpp
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ImageWrite.cpp
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IndexGenerator.cpp
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LightingShaderGen.cpp
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MainBase.cpp
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OnScreenDisplay.cpp
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OpcodeDecoding.cpp
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|
@ -182,7 +182,7 @@ ShaderCode GenerateGeometryShaderCode(API_TYPE ApiType, const geometry_shader_ui
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}
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else
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{
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out.Write("\tVS_OUTPUT center = o[0];\n", uid_data->numTexGens, uid_data->pixel_lighting);
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out.Write("\tVS_OUTPUT center = o[0];\n");
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}
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// Offset from center to upper right vertex
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203
Source/Core/VideoCommon/LightingShaderGen.cpp
Normal file
203
Source/Core/VideoCommon/LightingShaderGen.cpp
Normal file
@ -0,0 +1,203 @@
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// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <VideoCommon/LightingShaderGen.h>
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static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_data, int index,
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int litchan_index, bool alpha)
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{
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const char* swizzle = alpha ? "a" : "rgb";
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const char* swizzle_components = (alpha) ? "" : "3";
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int attnfunc = (uid_data.attnfunc >> (2 * litchan_index)) & 0x3;
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int diffusefunc = (uid_data.diffusefunc >> (2 * litchan_index)) & 0x3;
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switch (attnfunc)
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{
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case LIGHTATTN_NONE:
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case LIGHTATTN_DIR:
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object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
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object.Write("attn = 1.0;\n");
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object.Write("if (length(ldir) == 0.0)\n\t ldir = _norm0;\n");
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break;
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case LIGHTATTN_SPEC:
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object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
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object.Write("attn = (dot(_norm0, ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR
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".xyz)) : 0.0;\n",
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LIGHT_DIR_PARAMS(index));
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object.Write("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index));
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object.Write("distAttn = %s(" LIGHT_DISTATT ".xyz);\n",
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(diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index));
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object.Write("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, "
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"float3(1.0, attn, attn*attn));\n");
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break;
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case LIGHTATTN_SPOT:
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object.Write("ldir = " LIGHT_POS ".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(index));
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object.Write("dist2 = dot(ldir, ldir);\n"
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"dist = sqrt(dist2);\n"
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"ldir = ldir / dist;\n"
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"attn = max(0.0, dot(ldir, " LIGHT_DIR ".xyz));\n",
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LIGHT_DIR_PARAMS(index));
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// attn*attn may overflow
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object.Write("attn = max(0.0, " LIGHT_COSATT ".x + " LIGHT_COSATT ".y*attn + " LIGHT_COSATT
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".z*attn*attn) / dot(" LIGHT_DISTATT ".xyz, float3(1.0,dist,dist2));\n",
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LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index),
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LIGHT_DISTATT_PARAMS(index));
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break;
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}
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switch (diffusefunc)
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{
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case LIGHTDIF_NONE:
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object.Write("lacc.%s += int%s(round(attn * float%s(" LIGHT_COL ")));\n", swizzle,
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swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
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break;
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case LIGHTDIF_SIGN:
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case LIGHTDIF_CLAMP:
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object.Write("lacc.%s += int%s(round(attn * %sdot(ldir, _norm0)) * float%s(" LIGHT_COL ")));\n",
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swizzle, swizzle_components, diffusefunc != LIGHTDIF_SIGN ? "max(0.0," : "(",
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swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
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break;
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default:
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_assert_(0);
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}
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object.Write("\n");
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}
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// vertex shader
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// lights/colors
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// materials name is I_MATERIALS in vs and I_PMATERIALS in ps
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// inColorName is color in vs and colors_ in ps
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// dest is o.colors_ in vs and colors_ in ps
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void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data,
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int components, const char* inColorName, const char* dest)
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{
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for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
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{
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object.Write("{\n");
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bool colormatsource = !!(uid_data.matsource & (1 << j));
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if (colormatsource) // from vertex
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{
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if (components & (VB_HAS_COL0 << j))
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object.Write("int4 mat = int4(round(%s%d * 255.0));\n", inColorName, j);
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else if (components & VB_HAS_COL0)
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object.Write("int4 mat = int4(round(%s0 * 255.0));\n", inColorName);
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else
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object.Write("int4 mat = int4(255, 255, 255, 255);\n");
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}
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else // from color
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{
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object.Write("int4 mat = %s[%d];\n", I_MATERIALS, j + 2);
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}
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if (uid_data.enablelighting & (1 << j))
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{
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if (uid_data.ambsource & (1 << j)) // from vertex
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{
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if (components & (VB_HAS_COL0 << j))
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object.Write("lacc = int4(round(%s%d * 255.0));\n", inColorName, j);
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else if (components & VB_HAS_COL0)
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object.Write("lacc = int4(round(%s0 * 255.0));\n", inColorName);
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else
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// TODO: this isn't verified. Here we want to read the ambient from the vertex,
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// but the vertex itself has no color. So we don't know which value to read.
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// Returning 1.0 is the same as disabled lightning, so this could be fine
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object.Write("lacc = int4(255, 255, 255, 255);\n");
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}
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else // from color
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{
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object.Write("lacc = %s[%d];\n", I_MATERIALS, j);
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}
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}
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else
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{
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object.Write("lacc = int4(255, 255, 255, 255);\n");
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}
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// check if alpha is different
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bool alphamatsource = !!(uid_data.matsource & (1 << (j + 2)));
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if (alphamatsource != colormatsource)
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{
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if (alphamatsource) // from vertex
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{
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if (components & (VB_HAS_COL0 << j))
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object.Write("mat.w = int(round(%s%d.w * 255.0));\n", inColorName, j);
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else if (components & VB_HAS_COL0)
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object.Write("mat.w = int(round(%s0.w * 255.0));\n", inColorName);
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else
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object.Write("mat.w = 255;\n");
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}
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else // from color
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{
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object.Write("mat.w = %s[%d].w;\n", I_MATERIALS, j + 2);
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}
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}
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if (uid_data.enablelighting & (1 << (j + 2)))
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{
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if (uid_data.ambsource & (1 << (j + 2))) // from vertex
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{
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if (components & (VB_HAS_COL0 << j))
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object.Write("lacc.w = int(round(%s%d.w * 255.0));\n", inColorName, j);
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else if (components & VB_HAS_COL0)
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object.Write("lacc.w = int(round(%s0.w * 255.0));\n", inColorName);
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else
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// TODO: The same for alpha: We want to read from vertex, but the vertex has no color
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object.Write("lacc.w = 255;\n");
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}
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else // from color
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{
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object.Write("lacc.w = %s[%d].w;\n", I_MATERIALS, j);
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}
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}
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else
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{
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object.Write("lacc.w = 255;\n");
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}
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if (uid_data.enablelighting & (1 << j)) // Color lights
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{
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for (int i = 0; i < 8; ++i)
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if (uid_data.light_mask & (1 << (i + 8 * j)))
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GenerateLightShader(object, uid_data, i, j, false);
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}
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if (uid_data.enablelighting & (1 << (j + 2))) // Alpha lights
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{
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for (int i = 0; i < 8; ++i)
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if (uid_data.light_mask & (1 << (i + 8 * (j + 2))))
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GenerateLightShader(object, uid_data, i, j + 2, true);
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}
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object.Write("lacc = clamp(lacc, 0, 255);\n");
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object.Write("%s%d = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j);
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object.Write("}\n");
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}
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}
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void GetLightingShaderUid(LightingUidData& uid_data)
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{
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for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
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{
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uid_data.matsource |= xfmem.color[j].matsource << j;
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uid_data.matsource |= xfmem.alpha[j].matsource << (j + 2);
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uid_data.enablelighting |= xfmem.color[j].enablelighting << j;
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uid_data.enablelighting |= xfmem.alpha[j].enablelighting << (j + 2);
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if (uid_data.enablelighting & (1 << j)) // Color lights
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{
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uid_data.ambsource |= xfmem.color[j].ambsource << j;
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uid_data.attnfunc |= xfmem.color[j].attnfunc << (2 * j);
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uid_data.diffusefunc |= xfmem.color[j].diffusefunc << (2 * j);
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uid_data.light_mask |= xfmem.color[j].GetFullLightMask() << (8 * j);
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}
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if (uid_data.enablelighting & (1 << (j + 2))) // Alpha lights
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{
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uid_data.ambsource |= xfmem.alpha[j].ambsource << (j + 2);
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uid_data.attnfunc |= xfmem.alpha[j].attnfunc << (2 * (j + 2));
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uid_data.diffusefunc |= xfmem.alpha[j].diffusefunc << (2 * (j + 2));
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uid_data.light_mask |= xfmem.alpha[j].GetFullLightMask() << (8 * (j + 2));
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}
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}
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}
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@ -46,200 +46,6 @@ static const char s_lighting_struct[] = "struct Light {\n"
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"\tfloat4 dir;\n"
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"};\n";
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static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_data, int index,
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int litchan_index, bool alpha)
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{
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const char* swizzle = alpha ? "a" : "rgb";
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const char* swizzle_components = (alpha) ? "" : "3";
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int attnfunc = (uid_data.attnfunc >> (2 * litchan_index)) & 0x3;
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int diffusefunc = (uid_data.diffusefunc >> (2 * litchan_index)) & 0x3;
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switch (attnfunc)
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{
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case LIGHTATTN_NONE:
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case LIGHTATTN_DIR:
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object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
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object.Write("attn = 1.0;\n");
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object.Write("if (length(ldir) == 0.0)\n\t ldir = _norm0;\n");
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break;
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case LIGHTATTN_SPEC:
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object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
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object.Write("attn = (dot(_norm0, ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR
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".xyz)) : 0.0;\n",
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LIGHT_DIR_PARAMS(index));
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object.Write("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index));
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object.Write("distAttn = %s(" LIGHT_DISTATT ".xyz);\n",
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(diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index));
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object.Write("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, "
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"float3(1.0, attn, attn*attn));\n");
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break;
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case LIGHTATTN_SPOT:
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object.Write("ldir = " LIGHT_POS ".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(index));
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object.Write("dist2 = dot(ldir, ldir);\n"
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"dist = sqrt(dist2);\n"
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"ldir = ldir / dist;\n"
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"attn = max(0.0, dot(ldir, " LIGHT_DIR ".xyz));\n",
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LIGHT_DIR_PARAMS(index));
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// attn*attn may overflow
|
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object.Write("attn = max(0.0, " LIGHT_COSATT ".x + " LIGHT_COSATT ".y*attn + " LIGHT_COSATT
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".z*attn*attn) / dot(" LIGHT_DISTATT ".xyz, float3(1.0,dist,dist2));\n",
|
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LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index),
|
||||
LIGHT_DISTATT_PARAMS(index));
|
||||
break;
|
||||
}
|
||||
|
||||
switch (diffusefunc)
|
||||
{
|
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case LIGHTDIF_NONE:
|
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object.Write("lacc.%s += int%s(round(attn * float%s(" LIGHT_COL ")));\n", swizzle,
|
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swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
|
||||
break;
|
||||
case LIGHTDIF_SIGN:
|
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case LIGHTDIF_CLAMP:
|
||||
object.Write("lacc.%s += int%s(round(attn * %sdot(ldir, _norm0)) * float%s(" LIGHT_COL ")));\n",
|
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swizzle, swizzle_components, diffusefunc != LIGHTDIF_SIGN ? "max(0.0," : "(",
|
||||
swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
|
||||
break;
|
||||
default:
|
||||
_assert_(0);
|
||||
}
|
||||
|
||||
object.Write("\n");
|
||||
}
|
||||
|
||||
// vertex shader
|
||||
// lights/colors
|
||||
// materials name is I_MATERIALS in vs and I_PMATERIALS in ps
|
||||
// inColorName is color in vs and colors_ in ps
|
||||
// dest is o.colors_ in vs and colors_ in ps
|
||||
static void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data,
|
||||
int components, const char* inColorName, const char* dest)
|
||||
{
|
||||
for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
|
||||
{
|
||||
object.Write("{\n");
|
||||
|
||||
bool colormatsource = !!(uid_data.matsource & (1 << j));
|
||||
if (colormatsource) // from vertex
|
||||
{
|
||||
if (components & (VB_HAS_COL0 << j))
|
||||
object.Write("int4 mat = int4(round(%s%d * 255.0));\n", inColorName, j);
|
||||
else if (components & VB_HAS_COL0)
|
||||
object.Write("int4 mat = int4(round(%s0 * 255.0));\n", inColorName);
|
||||
else
|
||||
object.Write("int4 mat = int4(255, 255, 255, 255);\n");
|
||||
}
|
||||
else // from color
|
||||
{
|
||||
object.Write("int4 mat = %s[%d];\n", I_MATERIALS, j + 2);
|
||||
}
|
||||
|
||||
if (uid_data.enablelighting & (1 << j))
|
||||
{
|
||||
if (uid_data.ambsource & (1 << j)) // from vertex
|
||||
{
|
||||
if (components & (VB_HAS_COL0 << j))
|
||||
object.Write("lacc = int4(round(%s%d * 255.0));\n", inColorName, j);
|
||||
else if (components & VB_HAS_COL0)
|
||||
object.Write("lacc = int4(round(%s0 * 255.0));\n", inColorName);
|
||||
else
|
||||
// TODO: this isn't verified. Here we want to read the ambient from the vertex,
|
||||
// but the vertex itself has no color. So we don't know which value to read.
|
||||
// Returning 1.0 is the same as disabled lightning, so this could be fine
|
||||
object.Write("lacc = int4(255, 255, 255, 255);\n");
|
||||
}
|
||||
else // from color
|
||||
{
|
||||
object.Write("lacc = %s[%d];\n", I_MATERIALS, j);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
object.Write("lacc = int4(255, 255, 255, 255);\n");
|
||||
}
|
||||
|
||||
// check if alpha is different
|
||||
bool alphamatsource = !!(uid_data.matsource & (1 << (j + 2)));
|
||||
if (alphamatsource != colormatsource)
|
||||
{
|
||||
if (alphamatsource) // from vertex
|
||||
{
|
||||
if (components & (VB_HAS_COL0 << j))
|
||||
object.Write("mat.w = int(round(%s%d.w * 255.0));\n", inColorName, j);
|
||||
else if (components & VB_HAS_COL0)
|
||||
object.Write("mat.w = int(round(%s0.w * 255.0));\n", inColorName);
|
||||
else
|
||||
object.Write("mat.w = 255;\n");
|
||||
}
|
||||
else // from color
|
||||
{
|
||||
object.Write("mat.w = %s[%d].w;\n", I_MATERIALS, j + 2);
|
||||
}
|
||||
}
|
||||
|
||||
if (uid_data.enablelighting & (1 << (j + 2)))
|
||||
{
|
||||
if (uid_data.ambsource & (1 << (j + 2))) // from vertex
|
||||
{
|
||||
if (components & (VB_HAS_COL0 << j))
|
||||
object.Write("lacc.w = int(round(%s%d.w * 255.0));\n", inColorName, j);
|
||||
else if (components & VB_HAS_COL0)
|
||||
object.Write("lacc.w = int(round(%s0.w * 255.0));\n", inColorName);
|
||||
else
|
||||
// TODO: The same for alpha: We want to read from vertex, but the vertex has no color
|
||||
object.Write("lacc.w = 255;\n");
|
||||
}
|
||||
else // from color
|
||||
{
|
||||
object.Write("lacc.w = %s[%d].w;\n", I_MATERIALS, j);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
object.Write("lacc.w = 255;\n");
|
||||
}
|
||||
|
||||
if (uid_data.enablelighting & (1 << j)) // Color lights
|
||||
{
|
||||
for (int i = 0; i < 8; ++i)
|
||||
if (uid_data.light_mask & (1 << (i + 8 * j)))
|
||||
GenerateLightShader(object, uid_data, i, j, false);
|
||||
}
|
||||
if (uid_data.enablelighting & (1 << (j + 2))) // Alpha lights
|
||||
{
|
||||
for (int i = 0; i < 8; ++i)
|
||||
if (uid_data.light_mask & (1 << (i + 8 * (j + 2))))
|
||||
GenerateLightShader(object, uid_data, i, j + 2, true);
|
||||
}
|
||||
object.Write("lacc = clamp(lacc, 0, 255);\n");
|
||||
object.Write("%s%d = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j);
|
||||
object.Write("}\n");
|
||||
}
|
||||
}
|
||||
|
||||
static void GetLightingShaderUid(LightingUidData& uid_data)
|
||||
{
|
||||
for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
|
||||
{
|
||||
uid_data.matsource |= xfmem.color[j].matsource << j;
|
||||
uid_data.matsource |= xfmem.alpha[j].matsource << (j + 2);
|
||||
uid_data.enablelighting |= xfmem.color[j].enablelighting << j;
|
||||
uid_data.enablelighting |= xfmem.alpha[j].enablelighting << (j + 2);
|
||||
|
||||
if (uid_data.enablelighting & (1 << j)) // Color lights
|
||||
{
|
||||
uid_data.ambsource |= xfmem.color[j].ambsource << j;
|
||||
uid_data.attnfunc |= xfmem.color[j].attnfunc << (2 * j);
|
||||
uid_data.diffusefunc |= xfmem.color[j].diffusefunc << (2 * j);
|
||||
uid_data.light_mask |= xfmem.color[j].GetFullLightMask() << (8 * j);
|
||||
}
|
||||
if (uid_data.enablelighting & (1 << (j + 2))) // Alpha lights
|
||||
{
|
||||
uid_data.ambsource |= xfmem.alpha[j].ambsource << (j + 2);
|
||||
uid_data.attnfunc |= xfmem.alpha[j].attnfunc << (2 * (j + 2));
|
||||
uid_data.diffusefunc |= xfmem.alpha[j].diffusefunc << (2 * (j + 2));
|
||||
uid_data.light_mask |= xfmem.alpha[j].GetFullLightMask() << (8 * (j + 2));
|
||||
}
|
||||
}
|
||||
}
|
||||
void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components,
|
||||
const char* inColorName, const char* dest);
|
||||
void GetLightingShaderUid(LightingUidData& uid_data);
|
||||
|
@ -1016,10 +1016,10 @@ static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, i
|
||||
if (cc.d == TEVCOLORARG_C2 || cc.d == TEVCOLORARG_A2 || ac.d == TEVALPHAARG_A2)
|
||||
out.SetConstantsUsed(C_COLORS + 3, C_COLORS + 3);
|
||||
|
||||
if (cc.dest >= GX_TEVREG0 && cc.dest <= GX_TEVREG2)
|
||||
if (cc.dest >= GX_TEVREG0)
|
||||
out.SetConstantsUsed(C_COLORS + cc.dest, C_COLORS + cc.dest);
|
||||
|
||||
if (ac.dest >= GX_TEVREG0 && ac.dest <= GX_TEVREG2)
|
||||
if (ac.dest >= GX_TEVREG0)
|
||||
out.SetConstantsUsed(C_COLORS + ac.dest, C_COLORS + ac.dest);
|
||||
|
||||
out.Write("\ttevin_a = int4(%s, %s)&int4(255, 255, 255, 255);\n", tevCInputTable[cc.a],
|
||||
|
@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
@ -80,6 +80,7 @@
|
||||
<ClCompile Include="PixelShaderManager.cpp" />
|
||||
<ClCompile Include="PostProcessing.cpp" />
|
||||
<ClCompile Include="RenderBase.cpp" />
|
||||
<ClCompile Include="LightingShaderGen.cpp" />
|
||||
<ClCompile Include="Statistics.cpp" />
|
||||
<ClCompile Include="GeometryShaderGen.cpp" />
|
||||
<ClCompile Include="GeometryShaderManager.cpp" />
|
||||
|
@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Base">
|
||||
@ -158,6 +158,9 @@
|
||||
<ClCompile Include="GeometryShaderManager.cpp">
|
||||
<Filter>Shader Managers</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="LightingShaderGen.cpp">
|
||||
<Filter>Shader Generators</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="CommandProcessor.h" />
|
||||
|
Loading…
Reference in New Issue
Block a user