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https://github.com/AxioDL/metaforce.git
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Metal shader fixes
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@@ -75,6 +75,7 @@ static const char* BlockNames[] = {"LightingUniform"};
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static const char* ThermalBlockNames[] = {"ThermalUniform"};
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static const char* SolidBlockNames[] = {"SolidUniform"};
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static const char* MBShadowBlockNames[] = {"MBShadowUniform"};
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static const char* DisintegrateBlockNames[] = {"DisintegrateUniform"};
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static hecl::Backend::ExtensionSlot g_ExtensionSlots[] = {
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/* Default solid shading */
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@@ -138,7 +139,7 @@ static hecl::Backend::ExtensionSlot g_ExtensionSlots[] = {
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{1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha,
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hecl::Backend::ZTest::GEqual, hecl::Backend::CullMode::Backface, true, false, true},
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/* Disintegration */
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{1, BlockNames, 2, DisintegrateTextures, hecl::Backend::BlendFactor::SrcAlpha,
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{1, DisintegrateBlockNames, 2, DisintegrateTextures, hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::LEqual, hecl::Backend::CullMode::Original, false,
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false, true, false, false, true},
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/* Forced additive shading without culling or Z-write and greater depth test */
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@@ -185,11 +186,15 @@ CModelShaders::ShaderPipelines CModelShaders::BuildExtendedShader(const hecl::Ba
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auto search = g_ShaderPipelines.find(tag.val64());
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if (search != g_ShaderPipelines.cend())
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return search->second;
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ShaderPipelines& newPipelines = g_ShaderPipelines[tag.val64()];
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newPipelines = std::make_shared<ShaderPipelinesData>();
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size_t idx = 0;
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for (const auto& ext : g_ExtensionSlots)
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(*newPipelines)[idx++] = hecl::conv->convert(hecl::HECLIR(ir, tag, ext));
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CGraphics::CommitResources([&](boo::IGraphicsDataFactory::Context& ctx) {
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size_t idx = 0;
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for (const auto& ext : g_ExtensionSlots)
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(*newPipelines)[idx++] = hecl::conv->convert(ctx, hecl::HECLIR(ir, tag, ext));
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return true;
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} BooTrace);
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return newPipelines;
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}
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} // namespace urde
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@@ -212,10 +212,10 @@ static std::string_view DisintegratePostMetal = FOG_STRUCT_METAL
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"static float4 EXTDisintegratePostFunc(thread VertToFrag& vtf, constant DisintegrateUniform& lu, sampler samp,\n"
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" sampler clampSamp, texture2d<float> extTex7, float4 colorIn)\n"
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"{\n"
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" float4 texel0 = extTex7.sample(samp, vtf.extTcgs[0]);\n"
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" float4 texel1 = extTex7.sample(samp, vtf.extTcgs[1]);\n"
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" float4 texel0 = extTex7.sample(samp, vtf.extTcgs0);\n"
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" float4 texel1 = extTex7.sample(samp, vtf.extTcgs1);\n"
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" colorIn = mix(float4(0.0), texel1, texel0);\n"
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" colorIn.rgb += addColor.rgb;\n" FOG_ALGORITHM_METAL
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" colorIn.rgb += lu.addColor.rgb;\n" FOG_ALGORITHM_METAL
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"}\n"
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"\n"sv;
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@@ -267,9 +267,4 @@ const hecl::Backend::Function ExtensionPostFuncsMetal[] = {
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{MainPostMetal, "MainPostFunc"},
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};
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static const char* BlockNames[] = {"LightingUniform"};
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static const char* ThermalBlockNames[] = {"ThermalUniform"};
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static const char* SolidBlockNames[] = {"SolidUniform"};
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static const char* MBShadowBlockNames[] = {"MBShadowUniform"};
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} // namespace urde
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