gl_shader_gen: Implement fragment lighting specular 1 component.

This commit is contained in:
bunnei 2015-11-19 22:42:06 -05:00
parent 781b046579
commit 0e67c21c9e
3 changed files with 41 additions and 11 deletions

View file

@ -713,6 +713,16 @@ struct Regs {
}
};
static bool IsLightingSamplerSupported(LightingConfig config, LightingSampler sampler) {
switch (sampler) {
case LightingSampler::Distribution0:
return (config != LightingConfig::Config1);
case LightingSampler::Distribution1:
return (config != LightingConfig::Config0) && (config != LightingConfig::Config1) && (config != LightingConfig::Config5);
}
return false;
}
struct {
struct LightSrc {
LightColor specular_0; // material.specular_0 * light.specular_0
@ -751,12 +761,13 @@ struct Regs {
BitField<0, 3, u32> src_num; // number of enabled lights - 1
union {
BitField< 4, 4, u32> config;
BitField< 4, 4, LightingConfig> config;
BitField<27, 1, u32> clamp_highlights; // 1: GL_TRUE, 0: GL_FALSE
};
union {
BitField<16, 1, u32> lut_enable_d0; // 0: GL_TRUE, 1: GL_FALSE
BitField<17, 1, u32> lut_enable_d1; // 0: GL_TRUE, 1: GL_FALSE
// Each bit specifies whether distance attenuation should be applied for the
// corresponding light
@ -804,13 +815,13 @@ struct Regs {
} abs_lut_input;
union {
BitField< 0, 3, u32> d0;
BitField< 4, 3, u32> d1;
BitField< 8, 3, u32> sp;
BitField<12, 3, u32> fr;
BitField<16, 3, u32> rb;
BitField<20, 3, u32> rg;
BitField<24, 3, u32> rr;
BitField< 0, 3, LightingLutInput> d0;
BitField< 4, 3, LightingLutInput> d1;
BitField< 8, 3, LightingLutInput> sp;
BitField<12, 3, LightingLutInput> fr;
BitField<16, 3, LightingLutInput> rb;
BitField<20, 3, LightingLutInput> rg;
BitField<24, 3, LightingLutInput> rr;
} lut_input;
union {