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authorGravatar bunnei <bunneidev@gmail.com>2015-05-25 18:45:05 -0400
committerGravatar bunnei <bunneidev@gmail.com>2015-05-31 01:52:42 -0400
commit33b9abb91e17e39ebadfa34ff3f6dac9f07f87d7 (patch)
tree2ff0e6c796bcc3d489c7fb3e67a78bccbc4a3cc4 /src/video_core
parentdcbc653b90eb4f3e67939a090a7777cb6d17c3cc (diff)
Pica: Use zero for the SecondaryFragmentColor source.
- This is a workaround until we support fragment lighting.
Diffstat (limited to 'src/video_core')
-rw-r--r--src/video_core/pica.h1
-rw-r--r--src/video_core/rasterizer.cpp7
-rw-r--r--src/video_core/renderer_opengl/gl_shaders.h24
3 files changed, 21 insertions, 11 deletions
diff --git a/src/video_core/pica.h b/src/video_core/pica.h
index f8313d20..8ad47a92 100644
--- a/src/video_core/pica.h
+++ b/src/video_core/pica.h
@@ -240,6 +240,7 @@ struct Regs {
enum class Source : u32 {
PrimaryColor = 0x0,
PrimaryFragmentColor = 0x1,
+ SecondaryFragmentColor = 0x2,
Texture0 = 0x3,
Texture1 = 0x4,
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp
index e0f8d9e6..113b573f 100644
--- a/src/video_core/rasterizer.cpp
+++ b/src/video_core/rasterizer.cpp
@@ -402,11 +402,16 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
auto GetSource = [&](Source source) -> Math::Vec4<u8> {
switch (source) {
- // TODO: What's the difference between these two?
case Source::PrimaryColor:
+
+ // HACK: Until we implement fragment lighting, use primary_color
case Source::PrimaryFragmentColor:
return primary_color;
+ // HACK: Until we implement fragment lighting, use zero
+ case Source::SecondaryFragmentColor:
+ return {0, 0, 0, 0};
+
case Source::Texture0:
return texture_color[0];
diff --git a/src/video_core/renderer_opengl/gl_shaders.h b/src/video_core/renderer_opengl/gl_shaders.h
index 8f094123..a8cb2f59 100644
--- a/src/video_core/renderer_opengl/gl_shaders.h
+++ b/src/video_core/renderer_opengl/gl_shaders.h
@@ -69,15 +69,16 @@ const char g_fragment_shader_hw[] = R"(
#define NUM_VTX_ATTR 7
#define NUM_TEV_STAGES 6
-#define SOURCE_PRIMARYCOLOR 0x0
-#define SOURCE_PRIMARYFRAGMENTCOLOR 0x1
-#define SOURCE_TEXTURE0 0x3
-#define SOURCE_TEXTURE1 0x4
-#define SOURCE_TEXTURE2 0x5
-#define SOURCE_TEXTURE3 0x6
-#define SOURCE_PREVIOUSBUFFER 0xd
-#define SOURCE_CONSTANT 0xe
-#define SOURCE_PREVIOUS 0xf
+#define SOURCE_PRIMARYCOLOR 0x0
+#define SOURCE_PRIMARYFRAGMENTCOLOR 0x1
+#define SOURCE_SECONDARYFRAGMENTCOLOR 0x2
+#define SOURCE_TEXTURE0 0x3
+#define SOURCE_TEXTURE1 0x4
+#define SOURCE_TEXTURE2 0x5
+#define SOURCE_TEXTURE3 0x6
+#define SOURCE_PREVIOUSBUFFER 0xd
+#define SOURCE_CONSTANT 0xe
+#define SOURCE_PREVIOUS 0xf
#define COLORMODIFIER_SOURCECOLOR 0x0
#define COLORMODIFIER_ONEMINUSSOURCECOLOR 0x1
@@ -151,8 +152,11 @@ vec4 GetSource(int source) {
if (source == SOURCE_PRIMARYCOLOR) {
return o[2];
} else if (source == SOURCE_PRIMARYFRAGMENTCOLOR) {
- // HACK: Uses color value, but should really use fragment lighting output
+ // HACK: Until we implement fragment lighting, use primary_color
return o[2];
+ } else if (source == SOURCE_SECONDARYFRAGMENTCOLOR) {
+ // HACK: Until we implement fragment lighting, use zero
+ return vec4(0.0, 0.0, 0.0, 0.0);
} else if (source == SOURCE_TEXTURE0) {
return texture(tex[0], o[3].xy);
} else if (source == SOURCE_TEXTURE1) {