Unify more shader uniform update code, fix bug in fallback for Uint8x3ToFloat4.

This commit is contained in:
Henrik Rydgård
2026-06-13 00:08:04 +02:00
parent 884af80a31
commit c5931ea690
5 changed files with 51 additions and 74 deletions
+3 -36
View File
@@ -447,46 +447,13 @@ void LinkedShader::UpdateUniforms(const ShaderID &vsid, const ShaderLanguageDesc
}
}
if (dirty & DIRTY_FOGCOEF) {
float fogcoef[2] = {
getFloat24(gstate.fog1),
getFloat24(gstate.fog2),
};
// The PSP just ignores infnan here (ignoring IEEE), so take it down to a valid float.
// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
if (my_isnanorinf(fogcoef[0])) {
// Not really sure what a sensible value might be, but let's try 64k.
fogcoef[0] = std::signbit(fogcoef[0]) ? -65535.0f : 65535.0f;
}
if (my_isnanorinf(fogcoef[1])) {
fogcoef[1] = std::signbit(fogcoef[1]) ? -65535.0f : 65535.0f;
}
float fogcoef[2];
UpdateFogCoef(gstate, fogcoef);
render_->SetUniformF(&u_fogcoef, 2, fogcoef);
}
if (dirty & DIRTY_UVSCALEOFFSET) {
float widthFactor = 1.0f;
float heightFactor = 1.0f;
if (gstate_c.textureIsFramebuffer) {
const float invW = 1.0f / (float)gstate_c.curTextureWidth;
const float invH = 1.0f / (float)gstate_c.curTextureHeight;
const int w = gstate.getTextureWidth(0);
const int h = gstate.getTextureHeight(0);
widthFactor = (float)w * invW;
heightFactor = (float)h * invH;
}
float uvscaleoff[4];
if (gstate_c.submitType == SubmitType::HW_BEZIER || gstate_c.submitType == SubmitType::HW_SPLINE) {
// When we are generating UV coordinates through the bezier/spline, we need to apply the scaling.
// However, this is missing a check that we're not getting our UV:s supplied for us in the vertices.
uvscaleoff[0] = gstate_c.uv.uScale * widthFactor;
uvscaleoff[1] = gstate_c.uv.vScale * heightFactor;
uvscaleoff[2] = gstate_c.uv.uOff * widthFactor;
uvscaleoff[3] = gstate_c.uv.vOff * heightFactor;
} else {
uvscaleoff[0] = widthFactor;
uvscaleoff[1] = heightFactor;
uvscaleoff[2] = 0.0f;
uvscaleoff[3] = 0.0f;
}
UpdateUVScaleOff(gstate, uvscaleoff);
render_->SetUniformF(&u_uvscaleoffset, 4, uvscaleoff);
}