void PixelShaderManager::Dirty() { s_bFogRangeAdjustChanged = true; s_bViewPortChanged = true; for (unsigned index = 0; index < s_tev_color.size(); ++index) { for (int comp = 0; comp < 4; ++comp) { SetTevColor(index, comp, s_tev_color[index][comp]); SetTevKonstColor(index, comp, s_tev_konst_color[index][comp]); } } SetAlpha(); SetDestAlpha(); SetZTextureBias(); SetViewportChanged(); SetIndTexScaleChanged(false); SetIndTexScaleChanged(true); SetIndMatrixChanged(0); SetIndMatrixChanged(1); SetIndMatrixChanged(2); SetZTextureTypeChanged(); SetTexCoordChanged(0); SetTexCoordChanged(1); SetTexCoordChanged(2); SetTexCoordChanged(3); SetTexCoordChanged(4); SetTexCoordChanged(5); SetTexCoordChanged(6); SetTexCoordChanged(7); SetFogColorChanged(); SetFogParamChanged(); }
void PixelShaderManager::Dirty() { s_bFogRangeAdjustChanged = true; s_bViewPortChanged = true; nLightsChanged[0] = 0; nLightsChanged[1] = 0x80; SetColorChanged(0, 0); SetColorChanged(0, 1); SetColorChanged(0, 2); SetColorChanged(0, 3); SetColorChanged(1, 0); SetColorChanged(1, 1); SetColorChanged(1, 2); SetColorChanged(1, 3); SetAlpha(); SetDestAlpha(); SetZTextureBias(); SetViewportChanged(); SetIndTexScaleChanged(false); SetIndTexScaleChanged(true); SetIndMatrixChanged(0); SetIndMatrixChanged(1); SetIndMatrixChanged(2); SetZTextureTypeChanged(); SetTexCoordChanged(0); SetTexCoordChanged(1); SetTexCoordChanged(2); SetTexCoordChanged(3); SetTexCoordChanged(4); SetTexCoordChanged(5); SetTexCoordChanged(6); SetTexCoordChanged(7); SetFogColorChanged(); SetFogParamChanged(); }
void PixelShaderManager::Dirty() { // This function is called after a savestate is loaded. // Any constants that can changed based on settings should be re-calculated s_bFogRangeAdjustChanged = true; SetEfbScaleChanged(); SetFogParamChanged(); dirty = true; }