Optimized vertex and pixel shader generation. Medium FPS boost.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@500 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
XTra.KrazzY
2008-09-12 19:04:13 +00:00
parent 3cc7e501af
commit ba4143e82b
3 changed files with 69 additions and 25 deletions

View File

@ -20,6 +20,46 @@
#include "VertexShader.h"
#include "BPStructs.h"
static const char *genericVS = "// Generic Vertex Shader\
\n\
struct VS_INPUT {\n\
float4 pos : POSITION;\n\
float3 normal : NORMAL;\n\
float4 colors[2] : COLOR0;\n\
float3 uv[8] : TEXCOORD0;\n\
};\n\
\n\
struct VS_OUTPUT {\n\
float4 pos : POSITION;\n\
float4 colors[2] : COLOR0;\n\
//numtexgen\n\
float4 uv[5] : TEXCOORD0;\n\
};\n\
\n\
uniform matrix matWorldViewProj : register(c0);\n\
\n\
VS_OUTPUT main(const VS_INPUT input)\n\
{\n\
VS_OUTPUT output;\n\
\n\
output.pos = mul(matWorldViewProj, input.pos);\n\
// texgen\n\
output.uv[0] = float4(input.uv[0].xy,0,input.uv[0].z);\n\
output.uv[1] = float4(input.uv[1].xy,0,input.uv[1].z);\n\
output.uv[2] = float4(input.uv[2].xy,0,input.uv[2].z);\n\
output.uv[3] = float4(input.uv[3].xy,0,input.uv[3].z);\n\
output.uv[4] = float4(input.uv[4].xy,0,input.uv[4].z);\n\
\n\
for (int i=0; i<2; i++)\n output.colors[i] = input.colors[i];\n\
return output;\n\
}\0";
const char *GenerateVertexShader() {
return genericVS;
}
/*
char text2[65536];
#define WRITE p+=sprintf
@ -91,7 +131,7 @@ const char *GenerateVertexShader()
/*
* xform->vertexshader ideas
*/
*//*
void WriteTexgen(char *&p, int n)
{
@ -102,4 +142,4 @@ void WriteTexgen(char *&p, int n)
void WriteLight(int color, int component)
{
}
} */