Pica/Rasterizer: Add SecondaryFragmentColor

This commit is contained in:
Darius Goad 2015-03-16 20:56:41 -05:00
parent e4e2c929af
commit cc8599e8f1
2 changed files with 6 additions and 1 deletions

View file

@ -217,7 +217,9 @@ struct Regs {
struct TevStageConfig { struct TevStageConfig {
enum class Source : u32 { enum class Source : u32 {
PrimaryColor = 0x0, PrimaryColor = 0x0,
PrimaryFragmentColor = 0x1, PrimaryFragmentColor = 0x1,
SecondaryFragmentColor = 0x2,
Texture0 = 0x3, Texture0 = 0x3,
Texture1 = 0x4, Texture1 = 0x4,

View file

@ -384,11 +384,14 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
auto GetSource = [&](Source source) -> Math::Vec4<u8> { auto GetSource = [&](Source source) -> Math::Vec4<u8> {
switch (source) { switch (source) {
// TODO: What's the difference between these two? // TODO: Implement fragment lighting. The following is a bunch of hacks.
case Source::PrimaryColor: case Source::PrimaryColor:
case Source::PrimaryFragmentColor: case Source::PrimaryFragmentColor:
return primary_color; return primary_color;
case Source::SecondaryFragmentColor:
return 0;
case Source::Texture0: case Source::Texture0:
return texture_color[0]; return texture_color[0];