some little optimizations and some cleaning.

now lighting should be fully functional again in SM 2.0 cards

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6794 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2011-01-09 14:13:24 +00:00
parent b7767b63a3
commit d47d2a05d2
13 changed files with 58 additions and 42 deletions

View File

@ -45,7 +45,7 @@ void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components)
(u32)xfregs.colChans[i].alpha.hex :
(u32)xfregs.colChans[i].alpha.matsource) << 15;
}
uid->values[2] |= g_ActiveConfig.bEnablePixelLigting << 31;
uid->values[2] |= (g_ActiveConfig.bEnablePixelLigting && g_ActiveConfig.backend_info.bSupportsPixelLighting) << 31;
u32 *pcurvalue = &uid->values[3];
for (int i = 0; i < xfregs.numTexGens; ++i) {
TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
@ -116,11 +116,11 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
for (int i = 0; i < xfregs.numTexGens; ++i)
WRITE(p, " float3 tex%d : TEXCOORD%d;\n", i, i);
WRITE(p, " float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGens);
if(g_ActiveConfig.bEnablePixelLigting)
if(g_ActiveConfig.bEnablePixelLigting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, " float4 Normal : TEXCOORD%d;\n", xfregs.numTexGens + 1);
} else {
// clip position is in w of first 4 texcoords
if(g_ActiveConfig.bEnablePixelLigting)
if(g_ActiveConfig.bEnablePixelLigting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
for (int i = 0; i < 8; ++i)
WRITE(p, " float4 tex%d : TEXCOORD%d;\n", i, i);
@ -479,7 +479,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
WRITE(p, "o.tex3.w = o.pos.w;\n");
}
if(g_ActiveConfig.bEnablePixelLigting)
if(g_ActiveConfig.bEnablePixelLigting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
if (xfregs.numTexGens < 7) {
WRITE(p, "o.Normal = float4(_norm0.x,_norm0.y,_norm0.z,pos.z);\n");