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author | bunnei <bunneidev@gmail.com> | 2015-09-10 04:39:43 +0200 |
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committer | bunnei <bunneidev@gmail.com> | 2016-02-05 23:17:28 +0100 |
commit | b0030755708849eb27fe2bf1cc481c5ab905468e (patch) | |
tree | 966520312f4a1db78c4d36181782793d5ee62ce2 /src/video_core/shader | |
parent | pica: Implement fragment lighting LUTs. (diff) | |
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Diffstat (limited to 'src/video_core/shader')
-rw-r--r-- | src/video_core/shader/shader.cpp | 6 | ||||
-rw-r--r-- | src/video_core/shader/shader.h | 8 |
2 files changed, 9 insertions, 5 deletions
diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp index 59f54236b..44c234ed8 100644 --- a/src/video_core/shader/shader.cpp +++ b/src/video_core/shader/shader.cpp @@ -134,11 +134,13 @@ OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attr std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f)); } - LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), quat (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)", + LOG_TRACE(Render_Software, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), " + "col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)", ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(), ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(), ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(), - ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32()); + ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32(), + ret.view.x.ToFloat32(), ret.view.y.ToFloat32(), ret.view.z.ToFloat32()); return ret; } diff --git a/src/video_core/shader/shader.h b/src/video_core/shader/shader.h index 1c6fa592c..f068cd93f 100644 --- a/src/video_core/shader/shader.h +++ b/src/video_core/shader/shader.h @@ -37,17 +37,19 @@ struct OutputVertex { Math::Vec4<float24> color; Math::Vec2<float24> tc0; Math::Vec2<float24> tc1; - float24 pad[6]; + INSERT_PADDING_WORDS(2); + Math::Vec3<float24> view; + INSERT_PADDING_WORDS(1); Math::Vec2<float24> tc2; // Padding for optimal alignment - float24 pad2[4]; + INSERT_PADDING_WORDS(4); // Attributes used to store intermediate results // position after perspective divide Math::Vec3<float24> screenpos; - float24 pad3; + INSERT_PADDING_WORDS(1); // Linear interpolation // factor: 0=this, 1=vtx |