PixelShaderGen: Remove remaining floating point bits for texture color.

This commit is contained in:
Tony Wasserka 2013-08-14 16:17:57 +02:00
parent ac1c77c392
commit e69ee6ae0a

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@ -130,8 +130,8 @@ static const char *tevCInputTable[] = // CC
"(c1.aaa)", // A1,
"(c2.rgb)", // C2,
"(c2.aaa)", // A2,
"(textemp.rgb)", // TEXC,
"(textemp.aaa)", // TEXA,
"(float3(itextemp.rgb)/255.0)", // TEXC,
"(float3(itextemp.aaa)/255.0)", // TEXA,
"(float3(irastemp.rgb)/255.0)", // RASC,
"(float3(irastemp.aaa)/255.0)", // RASA,
"float3(1.0, 1.0, 1.0)", // ONE
@ -147,8 +147,8 @@ static const char *tevCInputTable[] = // CC
"(cc1.aaa)", // A1,
"(cc2.rgb)", // C2,
"(cc2.aaa)", // A2,
"(textemp.rgb)", // TEXC,
"(textemp.aaa)", // TEXA,
"(float3(itextemp.rgb)/255.0)", // TEXC,
"(float3(itextemp.aaa)/255.0)", // TEXA,
"(float3(icrastemp.rgb)/255.0)", // RASC,
"(float3(icrastemp.aaa)/255.0)", // RASA,
"float3(1.0, 1.0, 1.0)", // ONE
@ -164,7 +164,7 @@ static const char *tevAInputTable[] = // CA
"c0", // A0,
"c1", // A1,
"c2", // A2,
"textemp", // TEXA,
"(float4(itextemp) / 255.0)", // TEXA,
"(float4(irastemp) / 255.0)", // RASA,
"konsttemp", // KONST, (hw1 had quarter)
"float4(0.0, 0.0, 0.0, 0.0)", // ZERO
@ -173,7 +173,7 @@ static const char *tevAInputTable[] = // CA
"cc0", // A0,
"cc1", // A1,
"cc2", // A2,
"textemp", // TEXA,
"(float4(itextemp) / 255.0)", // TEXA,
"(float4(icrastemp) / 255.0)", // RASA,
"ckonsttemp", // KONST, (hw1 had quarter)
"float4(0.0, 0.0, 0.0, 0.0)", // ZERO
@ -389,7 +389,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
out.Write(" ) {\n");
}
out.Write(" float4 c0 = " I_COLORS"[1], c1 = " I_COLORS"[2], c2 = " I_COLORS"[3], prev = float4(0.0, 0.0, 0.0, 0.0), textemp = float4(0.0, 0.0, 0.0, 0.0), konsttemp = float4(0.0, 0.0, 0.0, 0.0);\n"
out.Write(" float4 c0 = " I_COLORS"[1], c1 = " I_COLORS"[2], c2 = " I_COLORS"[3], prev = float4(0.0, 0.0, 0.0, 0.0), konsttemp = float4(0.0, 0.0, 0.0, 0.0);\n"
" int4 irastemp = int4(0, 0, 0, 0), icrastemp = int4(0, 0, 0, 0), itextemp = int4(0, 0, 0, 0);\n"
" float3 comp16 = float3(1.0, 255.0, 0.0), comp24 = float3(1.0, 255.0, 255.0*255.0);\n"
" float alphabump=0.0;\n"
@ -834,7 +834,6 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP
{
out.Write("itextemp = int4(255, 255, 255, 255);\n");
}
out.Write("textemp = float4(itextemp) / 255.0f;\n");
if (cc.a == TEVCOLORARG_KONST || cc.b == TEVCOLORARG_KONST ||