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ShaderGen: Remove the GS_OUTPUT struct for OpenGL.
And remove the generator for it since it is no longer used outside of the geometry shader.
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@ -265,7 +265,6 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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}
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GenerateVSOutputStruct<T>(out, ApiType);
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GenerateGSOutputStruct<T>(out, ApiType);
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const bool forced_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ && bpmem.UseEarlyDepthTest() && (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED);
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const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) || (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z);
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@ -320,7 +319,8 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
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if (g_ActiveConfig.iStereoMode > 0)
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{
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out.Write("centroid in GS_OUTPUT gs;\n");
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out.Write("centroid in VS_OUTPUT vs;\n");
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out.Write("flat in int layer;\n");
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}
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else
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{
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@ -348,19 +348,19 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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// Let's set up attributes
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for (unsigned int i = 0; i < numTexgen; ++i)
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{
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out.Write("\tfloat3 uv%d = gs.vs.tex%d;\n", i, i);
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out.Write("\tfloat3 uv%d = vs.tex%d;\n", i, i);
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}
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out.Write("\tfloat4 clipPos = gs.vs.clipPos;\n");
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out.Write("\tfloat4 clipPos = vs.clipPos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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{
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out.Write("\tfloat4 Normal = gs.vs.Normal;\n");
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out.Write("\tfloat4 Normal = vs.Normal;\n");
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}
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}
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// On Mali, global variables must be initialized as constants.
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// This is why we initialize these variables locally instead.
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out.Write("\tfloat4 colors_0 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "gs.vs.colors_0" : "colors_02");
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out.Write("\tfloat4 colors_1 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "gs.vs.colors_1" : "colors_12");
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out.Write("\tfloat4 colors_0 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "vs.colors_0" : "colors_02");
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out.Write("\tfloat4 colors_1 = %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "vs.colors_1" : "colors_12");
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out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
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}
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@ -943,7 +943,7 @@ static inline void SampleTexture(T& out, const char *texcoords, const char *texs
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if (ApiType == API_D3D)
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out.Write("iround(255.0 * Tex%d.Sample(samp%d, float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texmap, texcoords, texmap, g_ActiveConfig.iStereoMode > 0 ? "layer" : "0.0", texswap);
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else
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out.Write("iround(255.0 * texture(samp%d, float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texcoords, texmap, g_ActiveConfig.iStereoMode > 0 ? "gs.layer" : "0.0", texswap);
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out.Write("iround(255.0 * texture(samp%d, float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texcoords, texmap, g_ActiveConfig.iStereoMode > 0 ? "layer" : "0.0", texswap);
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}
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static const char *tevAlphaFuncsTable[] =
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