ConstantManager: Do not use single-element arrays.

This commit is contained in:
Tony Wasserka
2014-03-03 19:23:46 +01:00
parent 6c2971eaf6
commit 6e65e02c9e
3 changed files with 7 additions and 7 deletions

View File

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