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VideoCommon: flush vertex manager if components change
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@ -14,6 +14,7 @@
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#include "VideoCommon/LightingShaderGen.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/PixelShaderGen.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderGen.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h" // for texture projection mode
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@ -165,8 +166,9 @@ template<class T> static inline void WriteAlphaTest(T& out, pixel_shader_uid_dat
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template<class T> static inline void WriteFog(T& out, pixel_shader_uid_data* uid_data);
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template<class T>
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static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
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static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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{
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const u32 components = VertexLoaderManager::g_current_components;
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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pixel_shader_uid_data dummy_data;
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pixel_shader_uid_data* uid_data = out.template GetUidData<pixel_shader_uid_data>();
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@ -1168,18 +1170,17 @@ static inline void WriteFog(T& out, pixel_shader_uid_data* uid_data)
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out.Write("\tprev.rgb = (prev.rgb * (256 - ifog) + " I_FOGCOLOR".rgb * ifog) >> 8;\n");
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}
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void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
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void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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{
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GeneratePixelShader<PixelShaderUid>(object, dstAlphaMode, ApiType, components);
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GeneratePixelShader<PixelShaderUid>(object, dstAlphaMode, ApiType);
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}
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void GeneratePixelShaderCode(ShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
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void GeneratePixelShaderCode(ShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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{
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GeneratePixelShader<ShaderCode>(object, dstAlphaMode, ApiType, components);
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GeneratePixelShader<ShaderCode>(object, dstAlphaMode, ApiType);
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}
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void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
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void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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{
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GeneratePixelShader<PixelShaderConstantProfile>(object, dstAlphaMode, ApiType, components);
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GeneratePixelShader<PixelShaderConstantProfile>(object, dstAlphaMode, ApiType);
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}
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