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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 13:20:27 -06:00
A fix to D3D NativeVertexFormat. Might not fix much, but should be a step in the right direction. Other misc bits and bobs.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2644 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -102,11 +102,12 @@ void LOADERDECL TexMtx_Write_Float2()
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VertexManager::s_pCurBufferPointer += 8;
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}
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void LOADERDECL TexMtx_Write_Short3()
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void LOADERDECL TexMtx_Write_Short4()
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{
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((s16*)VertexManager::s_pCurBufferPointer)[0] = 0;
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((s16*)VertexManager::s_pCurBufferPointer)[1] = 0;
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((s16*)VertexManager::s_pCurBufferPointer)[2] = s_curtexmtx[s_texmtxwrite++];
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((s16*)VertexManager::s_pCurBufferPointer)[3] = 0; // Just to fill out with 0.
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VertexManager::s_pCurBufferPointer += 8;
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}
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@ -260,6 +261,9 @@ void VertexLoader::CompileVertexTranslator()
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WriteCall(pFunc);
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vtx_decl.num_normals = vtx_attr.NormalElements ? 3 : 1;
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vtx_decl.normal_offset[0] = -1;
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vtx_decl.normal_offset[1] = -1;
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vtx_decl.normal_offset[2] = -1;
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switch (vtx_attr.NormalFormat) {
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case FORMAT_UBYTE:
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case FORMAT_BYTE:
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@ -310,6 +314,8 @@ void VertexLoader::CompileVertexTranslator()
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}
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vtx_decl.color_gl_type = VAR_UNSIGNED_BYTE;
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vtx_decl.color_offset[0] = -1;
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vtx_decl.color_offset[1] = -1;
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for (int i = 0; i < 2; i++) {
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m_NativeFmt->m_components |= VB_HAS_COL0 << i;
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switch (col[i])
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@ -366,6 +372,7 @@ void VertexLoader::CompileVertexTranslator()
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// Texture matrix indices (remove if corresponding texture coordinate isn't enabled)
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for (int i = 0; i < 8; i++) {
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vtx_decl.texcoord_offset[i] = -1;
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m_NativeFmt->m_components |= VB_HAS_UV0 << i;
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int elements = m_VtxAttr.texCoord[i].Elements;
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switch (tc[i])
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@ -425,7 +432,7 @@ void VertexLoader::CompileVertexTranslator()
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vtx_decl.texcoord_gl_type[i] = VAR_SHORT;
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vtx_decl.texcoord_size[i] = 4;
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nat_offset += 8; // still include the texture coordinate, but this time as 6 + 2 bytes
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WriteCall(TexMtx_Write_Short3);
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WriteCall(TexMtx_Write_Short4);
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}
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}
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else {
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@ -434,8 +441,6 @@ void VertexLoader::CompileVertexTranslator()
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vtx_decl.texcoord_gl_type[i] = VAR_FLOAT;
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vtx_decl.texcoord_size[i] = vtx_attr.texCoord[i].Elements ? 2 : 1;
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nat_offset += 4 * (vtx_attr.texCoord[i].Elements ? 2 : 1);
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} else {
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vtx_decl.texcoord_offset[i] = -1;
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}
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}
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