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Unify some vertex shader related settings in the command tables
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@ -77,24 +77,6 @@ static const D3D11CommandTableEntry commandTable[] = {
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// Changes that dirty the current texture.
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{ GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_D3D11::Execute_TexSize0 },
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// These change the vertex shader so need flushing.
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{ GE_CMD_REVERSENORMAL, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTINGENABLE, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTENABLE0, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTENABLE1, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTENABLE2, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTENABLE3, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTTYPE0, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTTYPE1, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTTYPE2, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTTYPE3, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_MATERIALUPDATE, FLAG_FLUSHBEFOREONCHANGE },
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// This changes both shaders so need flushing.
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{ GE_CMD_LIGHTMODE, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_TEXFILTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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// Uniform changes
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{ GE_CMD_ALPHATEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK },
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{ GE_CMD_COLORREF, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF },
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@ -61,24 +61,6 @@ static const D3D9CommandTableEntry commandTable[] = {
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// Changes that dirty the current texture.
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{ GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_DX9::Execute_TexSize0 },
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// These change the vertex shader so need flushing.
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{GE_CMD_REVERSENORMAL, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTINGENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTENABLE0, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTENABLE1, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTENABLE2, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTENABLE3, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTTYPE0, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTTYPE1, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTTYPE2, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTTYPE3, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_MATERIALUPDATE, FLAG_FLUSHBEFOREONCHANGE},
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// This changes both shaders so need flushing.
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{ GE_CMD_LIGHTMODE, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_TEXFILTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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// Uniform changes
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{ GE_CMD_ALPHATEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK },
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{ GE_CMD_COLORREF, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF },
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@ -65,24 +65,6 @@ static const GLESCommandTableEntry commandTable[] = {
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// Changes that dirty the current texture.
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{GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, DIRTY_UVSCALEOFFSET, &GPU_GLES::Execute_TexSize0},
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// These change the vertex shader so need flushing.
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{GE_CMD_REVERSENORMAL, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTINGENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTENABLE0, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTENABLE1, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTENABLE2, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTENABLE3, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTTYPE0, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTTYPE1, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTTYPE2, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTTYPE3, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_MATERIALUPDATE, FLAG_FLUSHBEFOREONCHANGE},
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// This changes both shaders so need flushing.
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{GE_CMD_LIGHTMODE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_TEXFILTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS},
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{GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS},
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// Uniform changes
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{GE_CMD_ALPHATEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK},
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{GE_CMD_COLORREF, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF},
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@ -50,6 +50,24 @@ const CommonCommandTableEntry commonCommandTable[] = {
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{ GE_CMD_FOG1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOEF },
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{ GE_CMD_FOG2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOEF },
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// These change the vertex shader so need flushing.
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{ GE_CMD_REVERSENORMAL, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTINGENABLE, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTENABLE0, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTENABLE1, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTENABLE2, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTENABLE3, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTTYPE0, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTTYPE1, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTTYPE2, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTTYPE3, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_MATERIALUPDATE, FLAG_FLUSHBEFOREONCHANGE },
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// These change both shaders so need flushing.
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{ GE_CMD_LIGHTMODE, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_TEXFILTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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// These affect the fragment shader so need flushing.
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{ GE_CMD_CLEARMODE, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_TEXTUREMAPENABLE, FLAG_FLUSHBEFOREONCHANGE },
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@ -61,24 +61,6 @@ static const VulkanCommandTableEntry commandTable[] = {
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// Changes that dirty the current texture.
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{ GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_Vulkan::Execute_TexSize0 },
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// These change the vertex shader so need flushing.
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{ GE_CMD_REVERSENORMAL, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTINGENABLE, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTENABLE0, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTENABLE1, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTENABLE2, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTENABLE3, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTTYPE0, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTTYPE1, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTTYPE2, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_LIGHTTYPE3, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_MATERIALUPDATE, FLAG_FLUSHBEFOREONCHANGE },
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// This changes both shaders so need flushing.
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{ GE_CMD_LIGHTMODE, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_TEXFILTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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// Uniform changes
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{ GE_CMD_ALPHATEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK },
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{ GE_CMD_COLORREF, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF },
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