simplify uniform names

This commit is contained in:
Samuliak 2024-09-11 12:28:35 +02:00
parent 950f04d444
commit e7f8f0ee4c
2 changed files with 4 additions and 30 deletions

View file

@ -20,14 +20,7 @@ namespace LatteDecompiler
{
// uniform registers or buffers are accessed statically with predictable offsets
// this allows us to remap the used entries into a more compact array
if (shaderType == LatteConst::ShaderType::Vertex)
src->addFmt("int4 remappedVS[{}];" _CRLF, (sint32)shader->list_remappedUniformEntries.size());
else if (shaderType == LatteConst::ShaderType::Pixel)
src->addFmt("int4 remappedPS[{}];" _CRLF, (sint32)shader->list_remappedUniformEntries.size());
else if (shaderType == LatteConst::ShaderType::Geometry)
src->addFmt("int4 remappedGS[{}];" _CRLF, (sint32)shader->list_remappedUniformEntries.size());
else
debugBreakpoint();
src->addFmt("int4 remapped[{}];" _CRLF, (sint32)shader->list_remappedUniformEntries.size());
uniformOffsets.offset_remapped = uniformCurrentOffset;
uniformCurrentOffset += 16 * shader->list_remappedUniformEntries.size();
}
@ -35,12 +28,7 @@ namespace LatteDecompiler
{
uint32 cfileSize = decompilerContext->analyzer.uniformRegisterAccessTracker.DetermineSize(decompilerContext->shaderBaseHash, 256);
// full or partial uniform register file has to be present
if (shaderType == LatteConst::ShaderType::Vertex)
src->addFmt("int4 uniformRegisterVS[{}];" _CRLF, cfileSize);
else if (shaderType == LatteConst::ShaderType::Pixel)
src->addFmt("int4 uniformRegisterPS[{}];" _CRLF, cfileSize);
else if (shaderType == LatteConst::ShaderType::Geometry)
src->addFmt("int4 uniformRegisterGS[{}];" _CRLF, cfileSize);
src->addFmt("int4 uniformRegister[{}];" _CRLF, cfileSize);
uniformOffsets.offset_uniformRegister = uniformCurrentOffset;
uniformOffsets.count_uniformRegister = cfileSize;
uniformCurrentOffset += 16 * cfileSize;