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authorwwylele <wwylele@gmail.com>2017-05-26 10:47:30 +0200
committerwwylele <wwylele@gmail.com>2017-05-27 00:56:22 +0200
commit90c8d09098bef3c2ccc9ec27ec1b44ffe873187a (patch)
tree203287ea92a641fa25458384640425d9d7aaf9bc /src/video_core/renderer_opengl/gl_shader_gen.cpp
parentMerge pull request #2697 from wwylele/proctex (diff)
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Diffstat (limited to '')
-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp79
1 files changed, 39 insertions, 40 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index 600119321..d4a99f79f 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -144,12 +144,40 @@ static bool IsPassThroughTevStage(const TevStageConfig& stage) {
stage.GetColorMultiplier() == 1 && stage.GetAlphaMultiplier() == 1);
}
-static std::string TexCoord(const PicaShaderConfig& config, int texture_unit) {
- if (texture_unit == 2 && config.state.texture2_use_coord1) {
- return "texcoord[1]";
+static std::string SampleTexture(const PicaShaderConfig& config, unsigned texture_unit) {
+ const auto& state = config.state;
+ switch (texture_unit) {
+ case 0:
+ // Only unit 0 respects the texturing type
+ switch (state.texture0_type) {
+ case TexturingRegs::TextureConfig::Texture2D:
+ return "texture(tex[0], texcoord[0])";
+ case TexturingRegs::TextureConfig::Projection2D:
+ return "textureProj(tex[0], vec3(texcoord[0], texcoord0_w))";
+ default:
+ LOG_CRITICAL(HW_GPU, "Unhandled texture type %x",
+ static_cast<int>(state.texture0_type));
+ UNIMPLEMENTED();
+ return "texture(tex[0], texcoord[0])";
+ }
+ case 1:
+ return "texture(tex[1], texcoord[1])";
+ case 2:
+ if (state.texture2_use_coord1)
+ return "texture(tex[2], texcoord[1])";
+ else
+ return "texture(tex[2], texcoord[2])";
+ case 3:
+ if (state.proctex.enable) {
+ return "ProcTex()";
+ } else {
+ LOG_ERROR(Render_OpenGL, "Using Texture3 without enabling it");
+ return "vec4(0.0)";
+ }
+ default:
+ UNREACHABLE();
+ return "";
}
-
- return "texcoord[" + std::to_string(texture_unit) + "]";
}
/// Writes the specified TEV stage source component(s)
@@ -168,35 +196,16 @@ static void AppendSource(std::string& out, const PicaShaderConfig& config,
out += "secondary_fragment_color";
break;
case Source::Texture0:
- // Only unit 0 respects the texturing type (according to 3DBrew)
- switch (state.texture0_type) {
- case TexturingRegs::TextureConfig::Texture2D:
- out += "texture(tex[0], texcoord[0])";
- break;
- case TexturingRegs::TextureConfig::Projection2D:
- out += "textureProj(tex[0], vec3(texcoord[0], texcoord0_w))";
- break;
- default:
- out += "texture(tex[0], texcoord[0])";
- LOG_CRITICAL(HW_GPU, "Unhandled texture type %x",
- static_cast<int>(state.texture0_type));
- UNIMPLEMENTED();
- break;
- }
+ out += SampleTexture(config, 0);
break;
case Source::Texture1:
- out += "texture(tex[1], texcoord[1])";
+ out += SampleTexture(config, 1);
break;
case Source::Texture2:
- out += "texture(tex[2], " + TexCoord(config, 2) + ")";
+ out += SampleTexture(config, 2);
break;
case Source::Texture3:
- if (config.state.proctex.enable) {
- out += "ProcTex()";
- } else {
- LOG_ERROR(Render_OpenGL, "Using Texture3 without enabling it");
- out += "vec4(0.0)";
- }
+ out += SampleTexture(config, 3);
break;
case Source::PreviousBuffer:
out += "combiner_buffer";
@@ -506,18 +515,8 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) {
// Bump mapping is enabled using a normal map, read perturbation vector from the selected
// texture
- if (lighting.bump_selector == 3) {
- if (config.state.proctex.enable) {
- out += "vec3 surface_normal = 2.0 * ProcTex().rgb - 1.0;\n";
- } else {
- LOG_ERROR(Render_OpenGL, "Using Texture3 without enabling it");
- out += "vec3 surface_normal = vec3(-1.0);\n";
- }
- } else {
- std::string bump_selector = std::to_string(lighting.bump_selector);
- out += "vec3 surface_normal = 2.0 * texture(tex[" + bump_selector + "], " +
- TexCoord(config, lighting.bump_selector) + ").rgb - 1.0;\n";
- }
+ out += "vec3 surface_normal = 2.0 * (" + SampleTexture(config, lighting.bump_selector) +
+ ").rgb - 1.0;\n";
// Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
// precision result