diff --git a/GPU/Common/VertexDecoderCommon.h b/GPU/Common/VertexDecoderCommon.h index f885e1cd0b..07430429e5 100644 --- a/GPU/Common/VertexDecoderCommon.h +++ b/GPU/Common/VertexDecoderCommon.h @@ -67,8 +67,14 @@ struct TransformedVertex { float x, y, z, fog; // in case of morph, preblend during decode float u; float v; float w; // scaled by uscale, vscale, if there - u8 color0[4]; // prelit - u8 color1[4]; // prelit + union { + u8 color0[4]; // prelit + u32 color0_32; + }; + union { + u8 color1[4]; // prelit + u32 color1_32; + }; }; void GetIndexBounds(const void *inds, int count, u32 vertType, u16 *indexLowerBound, u16 *indexUpperBound); diff --git a/GPU/GLES/SoftwareTransform.cpp b/GPU/GLES/SoftwareTransform.cpp index 2d50734fb2..47eee5e2b0 100644 --- a/GPU/GLES/SoftwareTransform.cpp +++ b/GPU/GLES/SoftwareTransform.cpp @@ -318,8 +318,8 @@ void TransformDrawEngine::SoftwareTransformAndDraw( reader.Goto(index); float v[3] = {0, 0, 0}; - float c0[4] = {1, 1, 1, 1}; - float c1[4] = {0, 0, 0, 0}; + Vec4f c0 = Vec4f(1, 1, 1, 1); + Vec4f c1 = Vec4f(0, 0, 0, 0); float uv[3] = {0, 0, 1}; float fogCoef = 1.0f; @@ -327,15 +327,10 @@ void TransformDrawEngine::SoftwareTransformAndDraw( // Do not touch the coordinates or the colors. No lighting. reader.ReadPos(v); if (reader.hasColor0()) { - reader.ReadColor0(c0); - for (int j = 0; j < 4; j++) { - c1[j] = 0.0f; - } + reader.ReadColor0(&c0.x); + // c1 is already 0. } else { - c0[0] = gstate.getMaterialAmbientR() / 255.f; - c0[1] = gstate.getMaterialAmbientG() / 255.f; - c0[2] = gstate.getMaterialAmbientB() / 255.f; - c0[3] = gstate.getMaterialAmbientA() / 255.f; + c0 = Vec4f::FromRGBA(gstate.getMaterialAmbientRGBA()); } if (reader.hasUV()) { @@ -389,18 +384,15 @@ void TransformDrawEngine::SoftwareTransformAndDraw( } // Perform lighting here if enabled. don't need to check through, it's checked above. - float unlitColor[4] = {1, 1, 1, 1}; + Vec4f unlitColor = Vec4f(1, 1, 1, 1); if (reader.hasColor0()) { - reader.ReadColor0(unlitColor); + reader.ReadColor0(&unlitColor.x); } else { - unlitColor[0] = gstate.getMaterialAmbientR() / 255.f; - unlitColor[1] = gstate.getMaterialAmbientG() / 255.f; - unlitColor[2] = gstate.getMaterialAmbientB() / 255.f; - unlitColor[3] = gstate.getMaterialAmbientA() / 255.f; + unlitColor = Vec4f::FromRGBA(gstate.getMaterialAmbientRGBA()); } float litColor0[4]; float litColor1[4]; - lighter.Light(litColor0, litColor1, unlitColor, out, normal); + lighter.Light(litColor0, litColor1, unlitColor.AsArray(), out, normal); if (gstate.isLightingEnabled()) { // Don't ignore gstate.lmode - we should send two colors in that case @@ -424,15 +416,10 @@ void TransformDrawEngine::SoftwareTransformAndDraw( c0[j] = unlitColor[j]; } } else { - c0[0] = gstate.getMaterialAmbientR() / 255.f; - c0[1] = gstate.getMaterialAmbientG() / 255.f; - c0[2] = gstate.getMaterialAmbientB() / 255.f; - c0[3] = gstate.getMaterialAmbientA() / 255.f; + c0 = Vec4f::FromRGBA(gstate.getMaterialAmbientRGBA()); } if (lmode) { - for (int j = 0; j < 4; j++) { - c1[j] = 0.0f; - } + // c1 is already 0. } } @@ -528,12 +515,8 @@ void TransformDrawEngine::SoftwareTransformAndDraw( if (gstate_c.flipTexture) { transformed[index].v = 1.0f - transformed[index].v; } - for (int i = 0; i < 4; i++) { - transformed[index].color0[i] = c0[i] * 255.0f; - } - for (int i = 0; i < 3; i++) { - transformed[index].color1[i] = c1[i] * 255.0f; - } + transformed[index].color0_32 = c0.ToRGBA(); + transformed[index].color1_32 = c1.ToRGBA(); } // Here's the best opportunity to try to detect rectangles used to clear the screen, and diff --git a/GPU/GPUState.h b/GPU/GPUState.h index 10f003d3fc..691308b38c 100644 --- a/GPU/GPUState.h +++ b/GPU/GPUState.h @@ -331,6 +331,7 @@ struct GPUgstate unsigned int getMaterialAmbientG() const { return (materialambient>>8)&0xFF; } unsigned int getMaterialAmbientB() const { return (materialambient>>16)&0xFF; } unsigned int getMaterialAmbientA() const { return materialalpha&0xFF; } + unsigned int getMaterialAmbientRGBA() const { return (materialambient & 0x00FFFFFF) | (materialalpha << 24); } unsigned int getMaterialDiffuseR() const { return materialdiffuse&0xFF; } unsigned int getMaterialDiffuseG() const { return (materialdiffuse>>8)&0xFF; } unsigned int getMaterialDiffuseB() const { return (materialdiffuse>>16)&0xFF; }