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Deep color CVar and GLSL backend bug fixes
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@@ -80,7 +80,7 @@ std::string HLSL::GenerateVertToFragStruct(size_t extTexCount, bool reflectionCo
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return retval + "};\n";
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}
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std::string HLSL::GenerateVertUniformStruct(unsigned skinSlots, unsigned texMtxs, bool reflectionCoords) const
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std::string HLSL::GenerateVertUniformStruct(unsigned skinSlots, bool reflectionCoords) const
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{
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if (skinSlots == 0)
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skinSlots = 1;
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@@ -91,16 +91,15 @@ std::string HLSL::GenerateVertUniformStruct(unsigned skinSlots, unsigned texMtxs
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" float4x4 proj;\n"
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"};\n",
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skinSlots, skinSlots);
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if (texMtxs)
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retval += hecl::Format("struct TCGMtx\n"
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"{\n"
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" float4x4 mtx;\n"
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" float4x4 postMtx;\n"
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"};\n"
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"cbuffer HECLTCGMatrix : register(b1)\n"
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"{\n"
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" TCGMtx texMtxs[%u];\n"
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"};\n", texMtxs);
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retval += "struct TCGMtx\n"
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"{\n"
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" float4x4 mtx;\n"
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" float4x4 postMtx;\n"
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"};\n"
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"cbuffer HECLTCGMatrix : register(b1)\n"
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"{\n"
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" TCGMtx texMtxs[8];\n"
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"};\n";
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if (reflectionCoords)
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retval += "cbuffer HECLReflectMtx : register(b3)\n"
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@@ -144,13 +143,13 @@ void HLSL::reset(const IR& ir, Diagnostics& diag)
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}
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std::string HLSL::makeVert(unsigned col, unsigned uv, unsigned w,
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unsigned s, unsigned tm, size_t extTexCount,
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unsigned s, size_t extTexCount,
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const TextureInfo* extTexs, ReflectionType reflectionType) const
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{
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std::string retval =
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GenerateVertInStruct(col, uv, w) + "\n" +
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GenerateVertToFragStruct(extTexCount, reflectionType != ReflectionType::None) + "\n" +
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GenerateVertUniformStruct(s, tm, reflectionType != ReflectionType::None) + "\n" +
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GenerateVertUniformStruct(s, reflectionType != ReflectionType::None) + "\n" +
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"VertToFrag main(in VertData v)\n"
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"{\n"
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" VertToFrag vtf;\n";
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@@ -365,7 +364,7 @@ struct HLSLBackendFactory : IShaderBackendFactory
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std::string vertSource =
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m_backend.makeVert(tag.getColorCount(), tag.getUvCount(), tag.getWeightCount(),
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tag.getSkinSlotCount(), tag.getTexMtxCount(), 0, nullptr,
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tag.getSkinSlotCount(), 0, nullptr,
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tag.getReflectionType());
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std::string fragSource = m_backend.makeFrag(tag.getDepthWrite() && m_backend.m_blendDst == hecl::Backend::BlendFactor::InvSrcAlpha,
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@@ -505,7 +504,7 @@ struct HLSLBackendFactory : IShaderBackendFactory
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{
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std::string vertSource =
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m_backend.makeVert(tag.getColorCount(), tag.getUvCount(), tag.getWeightCount(),
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tag.getSkinSlotCount(), tag.getTexMtxCount(), slot.texCount, slot.texs,
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tag.getSkinSlotCount(), slot.texCount, slot.texs,
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tag.getReflectionType());
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std::string fragSource = m_backend.makeFrag(tag.getDepthWrite() && m_backend.m_blendDst == hecl::Backend::BlendFactor::InvSrcAlpha,
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