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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 13:20:27 -06:00
Fix some mistakes from the master merge; some cleanups.
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@ -254,7 +254,7 @@ const char *WriteLocation(API_TYPE ApiType)
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}
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template<class T>
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void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
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static void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
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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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pixel_shader_uid_data dummy_data;
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@ -333,9 +333,9 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
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if (ApiType == API_OPENGL)
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{
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out.Write("COLOROUT(ocol0);\n");
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out.Write("COLOROUT(ocol0)\n");
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if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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out.Write("COLOROUT(ocol1);\n");
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out.Write("COLOROUT(ocol1)\n");
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if (per_pixel_depth)
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out.Write("#define depth gl_FragDepth\n");
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@ -572,7 +572,7 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
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if (Pretest == AlphaTest::UNDETERMINED)
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WriteAlphaTest<T>(out, uid_data, ApiType, dstAlphaMode, per_pixel_depth);
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// the screen space depth value = far z + (clip z / clip w) * z range
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if(ApiType == API_OPENGL || ApiType == API_D3D11)
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out.Write("float zCoord = rawpos.z;\n");
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@ -584,7 +584,7 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
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}
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// Note: depth textures are disabled if early depth test is enabled
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uid_data.ztex.op = bpmem.ztex2.op;
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uid_data.ztex_op = bpmem.ztex2.op;
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uid_data.per_pixel_depth = per_pixel_depth;
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uid_data.fog.fsel = bpmem.fog.c_proj_fsel.fsel;
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