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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
Use pointers instead of references in GetUidData to avoid the undefined behavior of *(T *)nullptr (ewwww)
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@ -60,8 +60,9 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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{
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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vertex_shader_uid_data dummy_data;
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vertex_shader_uid_data& uid_data = (&out.template GetUidData<vertex_shader_uid_data>() != nullptr)
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? out.template GetUidData<vertex_shader_uid_data>() : dummy_data;
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vertex_shader_uid_data* uid_data = out.template GetUidData<vertex_shader_uid_data>();
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if (uid_data == nullptr)
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uid_data = &dummy_data;
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out.SetBuffer(text);
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const bool is_writing_shadercode = (out.GetBuffer() != nullptr);
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@ -102,9 +103,9 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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GenerateVSOutputStruct(out, api_type);
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uid_data.numTexGens = xfmem.numTexGen.numTexGens;
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uid_data.components = components;
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uid_data.pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
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uid_data->numTexGens = xfmem.numTexGen.numTexGens;
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uid_data->components = components;
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uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
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if (api_type == API_OPENGL)
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{
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@ -223,7 +224,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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"float3 ldir, h;\n"
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"float dist, dist2, attn;\n");
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uid_data.numColorChans = xfmem.numChan.numColorChans;
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uid_data->numColorChans = xfmem.numChan.numColorChans;
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if (xfmem.numChan.numColorChans == 0)
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{
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if (components & VB_HAS_COL0)
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@ -232,7 +233,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
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}
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GenerateLightingShader<T>(out, uid_data.lighting, components, "color", "o.colors_");
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GenerateLightingShader<T>(out, uid_data->lighting, components, "color", "o.colors_");
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if (xfmem.numChan.numColorChans < 2)
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{
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@ -258,7 +259,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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out.Write("{\n");
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out.Write("coord = float4(0.0, 0.0, 1.0, 1.0);\n");
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uid_data.texMtxInfo[i].sourcerow = xfmem.texMtxInfo[i].sourcerow;
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uid_data->texMtxInfo[i].sourcerow = xfmem.texMtxInfo[i].sourcerow;
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switch (texinfo.sourcerow)
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{
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case XF_SRCGEOM_INROW:
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@ -297,7 +298,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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}
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// first transformation
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uid_data.texMtxInfo[i].texgentype = xfmem.texMtxInfo[i].texgentype;
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uid_data->texMtxInfo[i].texgentype = xfmem.texMtxInfo[i].texgentype;
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switch (texinfo.texgentype)
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{
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case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
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@ -305,15 +306,15 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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if (components & (VB_HAS_NRM1|VB_HAS_NRM2))
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{
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// transform the light dir into tangent space
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uid_data.texMtxInfo[i].embosslightshift = xfmem.texMtxInfo[i].embosslightshift;
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uid_data.texMtxInfo[i].embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
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uid_data->texMtxInfo[i].embosslightshift = xfmem.texMtxInfo[i].embosslightshift;
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uid_data->texMtxInfo[i].embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
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out.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(texinfo.embosslightshift));
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out.Write("o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n", i, texinfo.embosssourceshift);
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}
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else
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{
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_assert_(0); // should have normals
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uid_data.texMtxInfo[i].embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
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uid_data->texMtxInfo[i].embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
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out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift);
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}
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@ -328,7 +329,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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break;
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case XF_TEXGEN_REGULAR:
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default:
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uid_data.texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i;
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uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i;
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if (components & (VB_HAS_TEXMTXIDX0<<i))
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{
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out.Write("int tmp = int(tex%d.z);\n", i);
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@ -347,13 +348,13 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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break;
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}
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uid_data.dualTexTrans_enabled = xfmem.dualTexTrans.enabled;
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uid_data->dualTexTrans_enabled = xfmem.dualTexTrans.enabled;
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// CHECKME: does this only work for regular tex gen types?
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if (xfmem.dualTexTrans.enabled && texinfo.texgentype == XF_TEXGEN_REGULAR)
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{
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const PostMtxInfo& postInfo = xfmem.postMtxInfo[i];
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uid_data.postMtxInfo[i].index = xfmem.postMtxInfo[i].index;
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uid_data->postMtxInfo[i].index = xfmem.postMtxInfo[i].index;
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int postidx = postInfo.index;
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out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES"[%d];\n"
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"float4 P1 = " I_POSTTRANSFORMMATRICES"[%d];\n"
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@ -371,7 +372,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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}
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else
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{
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uid_data.postMtxInfo[i].normalize = xfmem.postMtxInfo[i].normalize;
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uid_data->postMtxInfo[i].normalize = xfmem.postMtxInfo[i].normalize;
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if (postInfo.normalize)
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out.Write("o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
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