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authorbunnei <bunneidev@gmail.com>2015-09-10 04:39:43 +0200
committerbunnei <bunneidev@gmail.com>2016-02-05 23:17:28 +0100
commitb0030755708849eb27fe2bf1cc481c5ab905468e (patch)
tree966520312f4a1db78c4d36181782793d5ee62ce2 /src/video_core/shader
parentpica: Implement fragment lighting LUTs. (diff)
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Diffstat (limited to 'src/video_core/shader')
-rw-r--r--src/video_core/shader/shader.cpp6
-rw-r--r--src/video_core/shader/shader.h8
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