Don't rely on color fregs, they have unintended side-effects. Also, don't use up unnecessary registers when texgen is enabled.

This commit is contained in:
rdb 2014-01-13 21:31:42 +00:00
parent b781547956
commit 56577ec08a

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@ -132,10 +132,12 @@ alloc_freg() {
case 6: _ftregs_used += 1; return (char*)"TEXCOORD6";
case 7: _ftregs_used += 1; return (char*)"TEXCOORD7";
}
switch (_fcregs_used) {
case 0: _fcregs_used += 1; return (char*)"COLOR0";
case 1: _fcregs_used += 1; return (char*)"COLOR1";
}
// We really shouldn't rely on COLOR fregs,
// since the clamping can have unexpected side-effects.
//switch (_fcregs_used) {
//case 0: _fcregs_used += 1; return (char*)"COLOR0";
//case 1: _fcregs_used += 1; return (char*)"COLOR1";
//}
// These don't exist in arbvp1/arbfp1, though they're
// reportedly supported by other profiles.
switch (_ftregs_used) {
@ -655,11 +657,14 @@ synthesize_shader(const RenderState *rs) {
text << "void vshader(\n";
const TextureAttrib *texture = DCAST(TextureAttrib, rs->get_attrib_def(TextureAttrib::get_class_slot()));
const TexGenAttrib *tex_gen = DCAST(TexGenAttrib, rs->get_attrib_def(TexGenAttrib::get_class_slot()));
for (int i=0; i<_num_textures; i++) {
texcoord_vreg.push_back(alloc_vreg());
texcoord_freg.push_back(alloc_freg());
text << "\t in float4 vtx_texcoord" << i << " : " << texcoord_vreg[i] << ",\n";
text << "\t out float4 l_texcoord" << i << " : " << texcoord_freg[i] << ",\n";
for (int i = 0; i < _num_textures; ++i) {
TextureStage *stage = texture->get_on_stage(i);
if (!tex_gen->has_stage(stage)) {
texcoord_vreg.push_back(alloc_vreg());
texcoord_freg.push_back(alloc_freg());
text << "\t in float4 vtx_texcoord" << i << " : " << texcoord_vreg[i] << ",\n";
text << "\t out float4 l_texcoord" << i << " : " << texcoord_freg[i] << ",\n";
}
}
if (_vertex_colors) {
text << "\t in float4 vtx_color : COLOR0,\n";
@ -763,7 +768,7 @@ synthesize_shader(const RenderState *rs) {
text << "\t l_eye_normal.xyz = mul((float3x3)tpose_view_to_model, vtx_normal.xyz);\n";
text << "\t l_eye_normal.w = 0;\n";
}
for (int i=0; i<_num_textures; i++) {
for (int i = 0; i < _num_textures; ++i) {
if (!tex_gen->has_stage(texture->get_on_stage(i))) {
text << "\t l_texcoord" << i << " = vtx_texcoord" << i << ";\n";
}