Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.

This commit is contained in:
Areloch 2017-04-11 00:23:14 -05:00
parent b052a1f970
commit af8fbf0e3a
122 changed files with 641 additions and 641 deletions

View file

@ -163,7 +163,7 @@ void GBufferConditionerGLSL::processPix( Vector<ShaderComponent*> &componentLis
LangElement *outputDecl = new DecOp( unconditionedOut );
// If we're doing prepass blending then we need
// If we're doing deferred blending then we need
// to steal away the alpha channel before the
// conditioner stomps on it.
Var *alphaVal = NULL;
@ -174,7 +174,7 @@ void GBufferConditionerGLSL::processPix( Vector<ShaderComponent*> &componentLis
}
// If using interlaced normals, invert the normal
if(fd.features[MFT_InterlacedPrePass])
if(fd.features[MFT_InterlacedDeferred])
{
// NOTE: Its safe to not call ShaderFeatureGLSL::addOutVpos() in the vertex
// shader as for SM 3.0 nothing is needed there.
@ -190,7 +190,7 @@ void GBufferConditionerGLSL::processPix( Vector<ShaderComponent*> &componentLis
meta->addStatement( new GenOp(" @ = @;", outputDecl, new GenOp( "float4(normalize(@), @)", gbNormal, depth ) ) );
meta->addStatement( assignOutput( unconditionedOut ) );
// If we have an alpha var then we're doing prepass lerp blending.
// If we have an alpha var then we're doing deferred lerp blending.
if ( alphaVal )
{
Var *outColor = (Var*)LangElement::find( getOutputTargetVarName( DefaultTarget ) );
@ -227,10 +227,10 @@ Var* GBufferConditionerGLSL::printMethodHeader( MethodType methodType, const Str
methodVar->setType("float4");
DecOp *methodDecl = new DecOp(methodVar);
Var *prepassSampler = new Var;
prepassSampler->setName("prepassSamplerVar");
prepassSampler->setType("sampler2D");
DecOp *prepassSamplerDecl = new DecOp(prepassSampler);
Var *deferredSampler = new Var;
deferredSampler->setName("deferredSamplerVar");
deferredSampler->setType("sampler2D");
DecOp *deferredSamplerDecl = new DecOp(deferredSampler);
Var *screenUV = new Var;
screenUV->setName("screenUVVar");
@ -242,7 +242,7 @@ Var* GBufferConditionerGLSL::printMethodHeader( MethodType methodType, const Str
bufferSample->setType("float4");
DecOp *bufferSampleDecl = new DecOp(bufferSample);
meta->addStatement( new GenOp( "@(@, @)\r\n", methodDecl, prepassSamplerDecl, screenUVDecl ) );
meta->addStatement( new GenOp( "@(@, @)\r\n", methodDecl, deferredSamplerDecl, screenUVDecl ) );
meta->addStatement( new GenOp( "{\r\n" ) );
@ -250,14 +250,14 @@ Var* GBufferConditionerGLSL::printMethodHeader( MethodType methodType, const Str
#ifdef TORQUE_OS_XENON
meta->addStatement( new GenOp( " @;\r\n", bufferSampleDecl ) );
meta->addStatement( new GenOp( " asm { tfetch2D @, @, @, MagFilter = point, MinFilter = point, MipFilter = point };\r\n", bufferSample, screenUV, prepassSampler ) );
meta->addStatement( new GenOp( " asm { tfetch2D @, @, @, MagFilter = point, MinFilter = point, MipFilter = point };\r\n", bufferSample, screenUV, deferredSampler ) );
#else
// The gbuffer has no mipmaps, so use tex2dlod when
// possible so that the shader compiler can optimize.
meta->addStatement( new GenOp( " #if TORQUE_SM >= 30\r\n" ) );
meta->addStatement( new GenOp( " @ = tex2Dlod(@, float4(@,0,0));\r\n", bufferSampleDecl, prepassSampler, screenUV ) );
meta->addStatement( new GenOp( " @ = tex2Dlod(@, float4(@,0,0));\r\n", bufferSampleDecl, deferredSampler, screenUV ) );
meta->addStatement( new GenOp( " #else\r\n" ) );
meta->addStatement( new GenOp( " @ = tex2D(@, @);\r\n", bufferSampleDecl, prepassSampler, screenUV ) );
meta->addStatement( new GenOp( " @ = tex2D(@, @);\r\n", bufferSampleDecl, deferredSampler, screenUV ) );
meta->addStatement( new GenOp( " #endif\r\n\r\n" ) );
#endif