revert some removals of vert to pixel shader getters to avoid register mismatches.

(cherry picked from commit 1e1e39f4f72ac6d4ce19704f69ba34bbff29d89c)
This commit is contained in:
AzaezelX 2023-05-01 17:09:15 -05:00
parent 835d6f009a
commit 3f2113bf7d
5 changed files with 43 additions and 1 deletions

View file

@ -2141,6 +2141,12 @@ void RTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
MultiLine *meta = new MultiLine;
// Now the wsPosition and wsView.
Var *wsPosition = getInWsPosition( componentList );
Var* worldToTangent = getInWorldToTangent(componentList);
Var* wsNormal = getInWorldNormal(componentList);
Var *wsView = getWsView( wsPosition, meta );
// Look for a light mask generated from a previous
// feature (this is done for BL terrain lightmaps).
LangElement *lightMask = LangElement::find( "lightMask" );
@ -2948,6 +2954,12 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
MultiLine * meta = new MultiLine;
// Now the wsPosition and wsView.
Var *wsPosition = getInWsPosition(componentList);
Var *worldToTangent = getInWorldToTangent(componentList);
Var *wsNormal = getInWorldNormal(componentList);
Var *wsView = getWsView(wsPosition, meta);
//Reflection Probe WIP
U32 MAX_FORWARD_PROBES = 4;

View file

@ -122,6 +122,17 @@ void DebugVizHLSL::processPix(Vector<ShaderComponent*>& componentList,
if (fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit])
return;
MultiLine* meta = new MultiLine;
// Now the wsPosition and wsView.
Var* worldToTangent = getInWorldToTangent(componentList);
Var* wsNormal = getInWorldNormal(componentList);
Var* wsPosition = getInWsPosition(componentList);
Var* wsView = getWsView(wsPosition, meta);
//Reflection Probe WIP
U32 MAX_FORWARD_PROBES = 4;
Var* numProbes = (Var*)LangElement::find("inNumProbes");
Var* cubeMips = (Var*)LangElement::find("cubeMips");
Var* skylightCubemapIdx = (Var*)LangElement::find("inSkylightCubemapIdx");

View file

@ -2221,6 +2221,12 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
MultiLine *meta = new MultiLine;
// Now the wsPosition and wsView.
Var *wsPosition = getInWsPosition( componentList );
Var* worldToTangent = getInWorldToTangent(componentList);
Var* wsNormal = getInWorldNormal(componentList);
Var *wsView = getWsView( wsPosition, meta );
// Look for a light mask generated from a previous
// feature (this is done for BL terrain lightmaps).
LangElement *lightMask = LangElement::find( "lightMask" );
@ -3030,6 +3036,12 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
MultiLine *meta = new MultiLine;
// Now the wsPosition and wsView.
Var* wsPosition = getInWsPosition(componentList);
Var* worldToTangent = getInWorldToTangent(componentList);
Var *wsNormal = getInWorldNormal(componentList);
Var *wsView = getWsView(wsPosition, meta);
//Reflection Probe WIP
U32 MAX_FORWARD_PROBES = 4;

View file

@ -347,6 +347,8 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
meta->addStatement(new GenOp(" @ = float4(1.0f/255.0f, 1.0, 1.0, 0.0);\r\n", ormConfig));
output = meta;
Var* viewToTangent = getInViewToTangent(componentList);
}
ShaderFeature::Resources TerrainBaseMapFeatGLSL::getResources( const MaterialFeatureData &fd )
@ -542,6 +544,9 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
// Get the detail id.
Var *detailInfo = _getDetailIdStrengthParallax();
// This is done here to make sure the macro arrays are the correct size
Var* macroInfo = _getMacroIdStrengthParallax();
// Create the detail blend var.
Var *detailBlend = new Var;
detailBlend->setType( "float" );
@ -1319,6 +1324,7 @@ void TerrainHeightMapBlendGLSL::processPix(Vector<ShaderComponent*>& componentLi
{
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
Var* blendHardness = (Var*)LangElement::find(String::ToString("blendHardness%d", idx));
if (!blendHardness)

View file

@ -624,7 +624,7 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
Var *detailInfo = _getDetailIdStrengthParallax();
// Done here to keep array indexes aligned
_getMacroIdStrengthParallax();
Var* macroInfo = _getMacroIdStrengthParallax();
// Create the detail blend var.
Var *detailBlend = new Var;
@ -1414,6 +1414,7 @@ void TerrainHeightMapBlendHLSL::processPix(Vector<ShaderComponent*>& componentLi
{
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
Var* blendHardness = (Var*)LangElement::find(String::ToString("blendHardness%d", idx));
if (!blendHardness)