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OpenGL: Set shader_dirty on lighting changes

This commit is contained in:
Jannik Vogel 2016-05-23 19:09:28 +02:00
parent 30a01584f2
commit 6a28f46844

View file

@ -380,6 +380,17 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
SyncCombinerColor(); SyncCombinerColor();
break; break;
// Fragment lighting switches
case PICA_REG_INDEX(lighting.disable):
case PICA_REG_INDEX(lighting.num_lights):
case PICA_REG_INDEX(lighting.config0):
case PICA_REG_INDEX(lighting.config1):
case PICA_REG_INDEX(lighting.abs_lut_input):
case PICA_REG_INDEX(lighting.lut_input):
case PICA_REG_INDEX(lighting.lut_scale):
case PICA_REG_INDEX(lighting.light_enable):
break;
// Fragment lighting specular 0 color // Fragment lighting specular 0 color
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_0, 0x140 + 0 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_0, 0x140 + 0 * 0x10):
SyncLightSpecular0(0); SyncLightSpecular0(0);
@ -518,6 +529,18 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
SyncLightPosition(7); SyncLightPosition(7);
break; break;
// Fragment lighting light source config
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].config, 0x149 + 0 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].config, 0x149 + 1 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].config, 0x149 + 2 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].config, 0x149 + 3 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].config, 0x149 + 4 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].config, 0x149 + 5 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].config, 0x149 + 6 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].config, 0x149 + 7 * 0x10):
shader_dirty = true;
break;
// Fragment lighting distance attenuation bias // Fragment lighting distance attenuation bias
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].dist_atten_bias, 0x014A + 0 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[0].dist_atten_bias, 0x014A + 0 * 0x10):
SyncLightDistanceAttenuationBias(0); SyncLightDistanceAttenuationBias(0);