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ConstantManager: Do not use single-element arrays.
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@ -253,7 +253,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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DeclareUniform(out, ApiType, C_INDTEXSCALE, "int4", I_INDTEXSCALE"[2]");
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DeclareUniform(out, ApiType, C_INDTEXMTX, "int4", I_INDTEXMTX"[6]");
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DeclareUniform(out, ApiType, C_FOGCOLOR, "int4", I_FOGCOLOR);
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DeclareUniform(out, ApiType, C_FOGI, "int4", I_FOGI"[1]");
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DeclareUniform(out, ApiType, C_FOGI, "int4", I_FOGI);
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DeclareUniform(out, ApiType, C_FOGF, "float4", I_FOGF"[2]");
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// For pixel lighting - TODO: Should only be defined when per pixel lighting is enabled!
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@ -989,7 +989,7 @@ static inline void WriteFog(T& out, pixel_shader_uid_data& uid_data)
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// TODO: Verify that we want to drop lower bits here! (currently taken over from software renderer)
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// Maybe we want to use "ze = (A << B_SHF)/((B << B_SHF) - Zs)" instead?
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// That's equivalent, but keeps the lower bits of Zs.
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out.Write("\tfloat ze = (" I_FOGF"[1].x * 16777215.0) / float(" I_FOGI"[0].y - (zCoord >> " I_FOGI"[0].w));\n");
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out.Write("\tfloat ze = (" I_FOGF"[1].x * 16777215.0) / float(" I_FOGI".y - (zCoord >> " I_FOGI".w));\n");
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}
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else
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{
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