more gl plugin cleanup, code moving

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@900 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2008-10-17 12:08:28 +00:00
parent dcbc8e78d4
commit 7bbd6fda63
12 changed files with 177 additions and 192 deletions

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@ -28,9 +28,12 @@ int lut6to8[64];
float lutu8tosfloat[256];
float lutu8toufloat[256];
float luts8tosfloat[256];
float shiftLookup[32];
void InitLUTs()
{
for (int i = 0; i < 32; i++)
shiftLookup[i] = 1.0f / float(1 << i);
for (int i = 0; i < 64; i++)
lut6to8[i] = (i*255) / 63;
for (int i = 0; i < 256; i++)

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@ -27,6 +27,7 @@ extern int lut6to8[64];
extern float lutu8tosfloat[256];
extern float lutu8toufloat[256];
extern float luts8tosfloat[256];
extern float shiftLookup[32];
void InitLUTs();

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@ -31,9 +31,6 @@
using namespace D3D;
//TODO(ector): remove and calculate inline?
float shiftLookup[32];
IndexGenerator indexGen;
Collection CVertexHandler::collection;
@ -65,10 +62,6 @@ const D3DVERTEXELEMENT9 decl[] =
void CVertexHandler::Init()
{
collection = C_NOTHING;
for (int i = 0; i < 31; i++)
shiftLookup[i] = 1.0f / float(1 << i);
fakeVBuffer = new D3DVertex[65536];
fakeIBuffer = new u16[65536];
CreateDeviceObjects();

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@ -22,8 +22,6 @@
#include "VertexLoader.h"
#include "DecodedVArray.h"
extern float shiftLookup[32];
struct UV
{
float u,v,w;

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@ -20,6 +20,7 @@
#include "x64Emitter.h"
#include "Common.h"
#include "LookUpTables.h"
#include "Profiler.h"
#include "VertexHandler.h"
#include "VertexLoader.h"

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@ -137,7 +137,6 @@ void TextureMngr::Shutdown()
void TextureMngr::Cleanup()
{
TexCache::iterator iter = textures.begin();
while (iter != textures.end()) {
if (frameCount > 20 + iter->second.frameCount) {
if (!iter->second.isRenderTarget) {

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@ -56,9 +56,6 @@ static int colIndex;
#endif
TVtxDesc VertexManager::s_GlobalVtxDesc;
float VertexManager::shiftLookup[32];
// ==============================================================================
// Direct
@ -259,9 +256,9 @@ int VertexLoader::ComputeVertexSize()
}
// Note the use of CallCdeclFunction3I etc.
// This is a horrible hack that is necessary because Opengl32.dll is based way, way above the 32-bit address space
// that is within reach of a CALL, and just doing &fn gives us these high uncallable addresses. So we want to grab
// the function pointers from the import table instead.
// This is a horrible hack that is necessary because in 64-bit mode, Opengl32.dll is based way, way above the 32-bit
// address space that is within reach of a CALL, and just doing &fn gives us these high uncallable addresses. So we
// want to grab the function pointers from the import table instead.
// This problem does not apply to glew functions, only core opengl32 functions.
@ -554,11 +551,11 @@ void VertexLoader::ProcessFormat()
void VertexLoader::PrepareRun()
{
posScale = VertexManager::shiftLookup[m_VtxAttr.PosFrac];
posScale = shiftLookup[m_VtxAttr.PosFrac];
if (m_components & VB_HAS_UVALL) {
for (int i = 0; i < 8; i++) {
tcScaleU[i] = VertexManager::shiftLookup[m_VtxAttr.texCoord[i].Frac];
tcScaleV[i] = VertexManager::shiftLookup[m_VtxAttr.texCoord[i].Frac];
tcScaleU[i] = shiftLookup[m_VtxAttr.texCoord[i].Frac];
tcScaleV[i] = shiftLookup[m_VtxAttr.texCoord[i].Frac];
}
}
for (int i = 0; i < 2; i++)
@ -686,60 +683,7 @@ void VertexLoader::RunVertices(int primitive, int count)
ProcessFormat();
fnSetupVertexPointers = (void (*)())(void*)m_compiledCode;
// Move this code into VertexManager?
if (VertexManager::s_prevcomponents != m_components) {
VertexManager::Flush();
// matrices
if ((m_components & VB_HAS_POSMTXIDX) != (VertexManager::s_prevcomponents & VB_HAS_POSMTXIDX)) {
if (m_components & VB_HAS_POSMTXIDX)
glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
else
glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
}
// normals
if ((m_components & VB_HAS_NRM0) != (VertexManager::s_prevcomponents & VB_HAS_NRM0)) {
if (m_components & VB_HAS_NRM0)
glEnableClientState(GL_NORMAL_ARRAY);
else
glDisableClientState(GL_NORMAL_ARRAY);
}
if ((m_components & VB_HAS_NRM1) != (VertexManager::s_prevcomponents & VB_HAS_NRM1)) {
if (m_components & VB_HAS_NRM1) {
glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
}
else {
glDisableVertexAttribArray(SHADER_NORM1_ATTRIB);
glDisableVertexAttribArray(SHADER_NORM2_ATTRIB);
}
}
// color
for (int i = 0; i < 2; ++i) {
if ((m_components & (VB_HAS_COL0 << i)) != (VertexManager::s_prevcomponents & (VB_HAS_COL0 << i))) {
if (m_components & (VB_HAS_COL0 << 0))
glEnableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
else
glDisableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
}
}
// tex
for (int i = 0; i < 8; ++i) {
if ((m_components & (VB_HAS_UV0 << i)) != (VertexManager::s_prevcomponents & (VB_HAS_UV0 << i))) {
glClientActiveTexture(GL_TEXTURE0 + i);
if (m_components & (VB_HAS_UV0 << i))
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
else
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
VertexManager::s_prevcomponents = m_components;
VertexManager::s_prevvbstride = m_VBVertexStride;
}
VertexManager::EnableComponents(m_components);
PrepareRun();

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@ -32,18 +32,6 @@ using namespace std;
#define LOADERDECL __cdecl
typedef void (LOADERDECL *TPipelineFunction)(void*);
// There are 8 of these. Most games only use the first, and just reconfigure it all the time
// as needed, unfortunately.
class VertexLoader
{
public:
enum
{
NRM_ZERO = 0,
NRM_ONE = 1,
NRM_THREE = 3
};
// m_components
enum {
VB_HAS_POSMTXIDX =(1<<1),
@ -77,6 +65,19 @@ public:
VB_HAS_UVTEXMTXSHIFT=13,
};
// There are 8 of these. Most games only use the first, and just reconfigure it all the time
// as needed, unfortunately.
class VertexLoader
{
public:
enum
{
NRM_ZERO = 0,
NRM_ONE = 1,
NRM_THREE = 3
};
private:
TPipelineFunction m_PipelineStates[32];
int m_numPipelineStates;

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@ -15,14 +15,11 @@
static GLuint s_vboBuffers[0x40] = {0};
static int s_nCurVBOIndex = 0; // current free buffer
static GLenum s_prevprimitive = 0; // current primitive type
static u8 *s_pBaseBufferPointer = NULL;
static vector< pair<int, int> > s_vStoredPrimitives; // every element, mode and count to be passed to glDrawArrays
static u32 s_prevcomponents; // previous state set
u8* VertexManager::s_pCurBufferPointer = NULL;
u32 VertexManager::s_prevvbstride;
u32 VertexManager::s_prevcomponents; // previous state set
const GLenum c_primitiveType[8] =
{
@ -45,14 +42,9 @@ bool VertexManager::Init()
s_GlobalVtxDesc.Hex = 0;
s_prevcomponents = 0;
s_prevvbstride = 12; // just pos
s_prevprimitive = 0;
s_pBaseBufferPointer = (u8*)AllocateMemoryPages(MAX_BUFFER_SIZE);
s_pCurBufferPointer = s_pBaseBufferPointer;
for (u32 i = 0; i < ARRAYSIZE(shiftLookup); i++)
shiftLookup[i] = 1.0f / float(1 << i);
s_nCurVBOIndex = 0;
glGenBuffers(ARRAYSIZE(s_vboBuffers), s_vboBuffers);
for (u32 i = 0; i < ARRAYSIZE(s_vboBuffers); ++i) {
@ -88,15 +80,14 @@ void VertexManager::ResetBuffer()
void VertexManager::ResetComponents()
{
s_prevcomponents = 0;
s_prevvbstride = 12; // just pos
s_prevprimitive = 0;
glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableVertexAttribArray(SHADER_NORM1_ATTRIB);
glDisableVertexAttribArray(SHADER_NORM2_ATTRIB);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_SECONDARY_COLOR_ARRAY);
for (int i = 0; i < 8; ++i) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
for (int i = 0; i < 8; i++)
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
int VertexManager::GetRemainingSize()
@ -135,6 +126,7 @@ void VertexManager::Flush()
ch = &xfregs.colChans[i].alpha;
PRIM_LOG("alpchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d\n", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
}
for (int i = 0; i < xfregs.numTexGens; ++i) {
TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP ) tinfo.hex &= 0x7ff;
@ -241,9 +233,9 @@ void VertexManager::Flush()
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
bRestoreBuffers = true;
}
}
else
} else {
Renderer::SetRenderMode(Renderer::RM_Normal);
}
// set global constants
VertexShaderMngr::SetConstants(*vs);
@ -258,8 +250,7 @@ void VertexManager::Flush()
#endif
int offset = 0;
vector< pair<int, int> >::iterator it;
for (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;
}
@ -323,3 +314,59 @@ void VertexManager::LoadCPReg(u32 SubCmd, u32 Value)
case 0xB0: arraystrides[SubCmd & 0xF] = Value & 0xFF; break;
}
}
void VertexManager::EnableComponents(u32 components)
{
if (s_prevcomponents != components) {
VertexManager::Flush();
// matrices
if ((components & VB_HAS_POSMTXIDX) != (s_prevcomponents & VB_HAS_POSMTXIDX)) {
if (components & VB_HAS_POSMTXIDX)
glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
else
glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
}
// normals
if ((components & VB_HAS_NRM0) != (s_prevcomponents & VB_HAS_NRM0)) {
if (components & VB_HAS_NRM0)
glEnableClientState(GL_NORMAL_ARRAY);
else
glDisableClientState(GL_NORMAL_ARRAY);
}
if ((components & VB_HAS_NRM1) != (s_prevcomponents & VB_HAS_NRM1)) {
if (components & VB_HAS_NRM1) {
glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
}
else {
glDisableVertexAttribArray(SHADER_NORM1_ATTRIB);
glDisableVertexAttribArray(SHADER_NORM2_ATTRIB);
}
}
// color
for (int i = 0; i < 2; ++i) {
if ((components & (VB_HAS_COL0 << i)) != (s_prevcomponents & (VB_HAS_COL0 << i))) {
if (components & (VB_HAS_COL0 << 0))
glEnableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
else
glDisableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
}
}
// tex
for (int i = 0; i < 8; ++i) {
if ((components & (VB_HAS_UV0 << i)) != (s_prevcomponents & (VB_HAS_UV0 << i))) {
glClientActiveTexture(GL_TEXTURE0 + i);
if (components & (VB_HAS_UV0 << i))
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
else
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
s_prevcomponents = components;
}
}

View File

@ -49,12 +49,10 @@ public:
static TVtxDesc &GetVtxDesc() {return s_GlobalVtxDesc; }
static void LoadCPReg(u32 SubCmd, u32 Value);
static void EnableComponents(u32 components);
// TODO - don't expose these like this.
static u32 s_prevvbstride;
static u32 s_prevcomponents; // previous state set
static u8* s_pCurBufferPointer;
static float shiftLookup[32];
};
#endif // _VERTEXMANAGER_H

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@ -111,7 +111,7 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
// uniforms
// bool bTexMtx = ((components & VertexLoader::VB_HAS_TEXMTXIDXALL)<<VertexLoader::VB_HAS_UVTEXMTXSHIFT)!=0; unused TODO: keep?
// bool bTexMtx = ((components & VB_HAS_TEXMTXIDXALL)<<VB_HAS_UVTEXMTXSHIFT)!=0; unused TODO: keep?
WRITE(p, "uniform s_"I_TRANSFORMMATRICES" "I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES);
WRITE(p, "uniform s_"I_TEXMATRICES" "I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES); // also using tex matrices
@ -126,60 +126,60 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
WRITE(p, "VS_OUTPUT main(\n");
// inputs
if (components & VertexLoader::VB_HAS_NRM0)
if (components & VB_HAS_NRM0)
WRITE(p, " float3 rawnorm0 : NORMAL,\n");
if (components & VertexLoader::VB_HAS_NRM1)
if (components & VB_HAS_NRM1)
WRITE(p, " float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
if (components & VertexLoader::VB_HAS_NRM2)
if (components & VB_HAS_NRM2)
WRITE(p, " float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB);
if (components & VertexLoader::VB_HAS_COL0)
if (components & VB_HAS_COL0)
WRITE(p, " float4 color0 : COLOR0,\n");
if (components & VertexLoader::VB_HAS_COL1)
if (components & VB_HAS_COL1)
WRITE(p, " float4 color1 : COLOR1,\n");
for (int i = 0; i < 8; ++i) {
u32 hastexmtx = (components & (VertexLoader::VB_HAS_TEXMTXIDX0<<i));
if ((components & (VertexLoader::VB_HAS_UV0<<i)) || hastexmtx )
u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
if ((components & (VB_HAS_UV0<<i)) || hastexmtx )
WRITE(p, " float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i,i);
}
if (components & VertexLoader::VB_HAS_POSMTXIDX)
if (components & VB_HAS_POSMTXIDX)
WRITE(p, " half posmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
WRITE(p, " float4 rawpos : POSITION) {\n");
WRITE(p, "VS_OUTPUT o;\n");
// transforms
if (components & VertexLoader::VB_HAS_POSMTXIDX) {
if (components & VB_HAS_POSMTXIDX) {
WRITE(p, "float4 pos = float4(dot("I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos),1);\n");
if (components & VertexLoader::VB_HAS_NRMALL) {
if (components & VB_HAS_NRMALL) {
WRITE(p, "int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
WRITE(p, "float3 N0 = "I_NORMALMATRICES".T[normidx].t.xyz, N1 = "I_NORMALMATRICES".T[normidx+1].t.xyz, N2 = "I_NORMALMATRICES".T[normidx+2].t.xyz;\n");
}
if (components & VertexLoader::VB_HAS_NRM0)
if (components & VB_HAS_NRM0)
WRITE(p, "half3 _norm0 = half3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0));\n"
"half3 norm0 = normalize(_norm0);\n");
if (components & VertexLoader::VB_HAS_NRM1)
if (components & VB_HAS_NRM1)
WRITE(p, "half3 _norm1 = half3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
//"half3 norm1 = normalize(_norm1);\n");
if (components & VertexLoader::VB_HAS_NRM2)
if (components & VB_HAS_NRM2)
WRITE(p, "half3 _norm2 = half3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
//"half3 norm2 = normalize(_norm2);\n");
}
else {
WRITE(p, "float4 pos = float4(dot("I_POSNORMALMATRIX".T0, rawpos), dot("I_POSNORMALMATRIX".T1, rawpos), dot("I_POSNORMALMATRIX".T2, rawpos), 1);\n");
if (components & VertexLoader::VB_HAS_NRM0)
if (components & VB_HAS_NRM0)
WRITE(p, "half3 _norm0 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm0));\n"
"half3 norm0 = normalize(_norm0);\n");
if (components & VertexLoader::VB_HAS_NRM1)
if (components & VB_HAS_NRM1)
WRITE(p, "half3 _norm1 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
//"half3 norm1 = normalize(_norm1);\n");
if (components & VertexLoader::VB_HAS_NRM2)
if (components & VB_HAS_NRM2)
WRITE(p, "half3 _norm2 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n");
//"half3 norm2 = normalize(_norm2);\n");
}
if (!(components & VertexLoader::VB_HAS_NRM0))
if (!(components & VB_HAS_NRM0))
WRITE(p, "half3 _norm0 = half3(0,0,0), norm0= half3(0,0,0);\n");
WRITE(p, "o.pos = float4(dot("I_PROJECTION".T0, pos), dot("I_PROJECTION".T1, pos), dot("I_PROJECTION".T2, pos), dot("I_PROJECTION".T3, pos));\n");
@ -198,7 +198,7 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
WRITE(p, "{\n");
if (color.matsource) {// from vertex
if (components & (VertexLoader::VB_HAS_COL0<<j) )
if (components & (VB_HAS_COL0<<j) )
WRITE(p, "mat = color%d;\n", j);
else WRITE(p, "mat = half4(1,1,1,1);\n");
}
@ -207,7 +207,7 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
if (color.enablelighting) {
if (color.ambsource) {// from vertex
if (components & (VertexLoader::VB_HAS_COL0<<j) )
if (components & (VB_HAS_COL0<<j) )
WRITE(p, "lacc = color%d;\n", j);
else WRITE(p, "lacc = half4(0.0f,0.0f,0.0f,0.0f);\n");
}
@ -218,7 +218,7 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
// check if alpha is different
if (alpha.matsource != color.matsource) {
if (alpha.matsource) {// from vertex
if (components & (VertexLoader::VB_HAS_COL0<<j) )
if (components & (VB_HAS_COL0<<j) )
WRITE(p, "mat.w = color%d.w;\n", j);
else WRITE(p, "mat.w = 1;\n");
}
@ -228,7 +228,7 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
if (alpha.enablelighting && alpha.ambsource != color.ambsource) {
if (alpha.ambsource) {// from vertex
if (components & (VertexLoader::VB_HAS_COL0<<j) )
if (components & (VB_HAS_COL0<<j) )
WRITE(p, "lacc.w = color%d.w;\n", j);
else WRITE(p, "lacc.w = 0;\n");
}
@ -298,7 +298,7 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
WRITE(p, "float4 coord = rawpos;\n"); // pos.w is 1
break;
case XF_SRCNORMAL_INROW:
if (components & VertexLoader::VB_HAS_NRM0) {
if (components & VB_HAS_NRM0) {
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
WRITE(p, "float4 coord = float4(rawnorm0.xyz, 1.0);\n");
}
@ -308,14 +308,14 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
_assert_( texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 || texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1 );
break;
case XF_SRCBINORMAL_T_INROW:
if (components & VertexLoader::VB_HAS_NRM1) {
if (components & VB_HAS_NRM1) {
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
WRITE(p, "float4 coord = float4(rawnorm1.xyz, 1.0);\n");
}
else WRITE(p, "float4 coord = 0;\n");
break;
case XF_SRCBINORMAL_B_INROW:
if (components & VertexLoader::VB_HAS_NRM2) {
if (components & VB_HAS_NRM2) {
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
WRITE(p, "float4 coord = float4(rawnorm2.xyz, 1.0);\n");
}
@ -323,7 +323,7 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
break;
default:
_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
if (components & (VertexLoader::VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) )
if (components & (VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) )
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);
else
WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
@ -333,7 +333,7 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
// firs transformation
switch (texinfo.texgentype) {
case XF_TEXGEN_REGULAR:
if (components & (VertexLoader::VB_HAS_TEXMTXIDX0<<i)) {
if (components & (VB_HAS_TEXMTXIDX0<<i)) {
if (texinfo.projection == XF_TEXPROJ_STQ )
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+1].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+2].t));\n", i, i, i, i);
else {
@ -349,7 +349,7 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
break;
case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
if (components & (VertexLoader::VB_HAS_NRM1|VertexLoader::VB_HAS_NRM2)) {
if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) {
// transform the light dir into tangent space
WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);