From 686fb3e78cb394bb7db18fd951d104ca86d805d9 Mon Sep 17 00:00:00 2001 From: wwylele Date: Fri, 11 Aug 2017 18:24:24 +0300 Subject: [PATCH] gl_shader_gen: don't call SampleTexture when bump map is not used --- src/video_core/renderer_opengl/gl_shader_gen.cpp | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index bb192affd..ae67aab05 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp @@ -525,11 +525,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { "float geo_factor = 1.0;\n"; // Compute fragment normals and tangents - const std::string pertubation = - "2.0 * (" + SampleTexture(config, lighting.bump_selector) + ").rgb - 1.0"; + auto Perturbation = [&]() { + return "2.0 * (" + SampleTexture(config, lighting.bump_selector) + ").rgb - 1.0"; + }; if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) { // Bump mapping is enabled using a normal map - out += "vec3 surface_normal = " + pertubation + ";\n"; + out += "vec3 surface_normal = " + Perturbation() + ";\n"; // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher // precision result @@ -543,7 +544,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n"; } else if (lighting.bump_mode == LightingRegs::LightingBumpMode::TangentMap) { // Bump mapping is enabled using a tangent map - out += "vec3 surface_tangent = " + pertubation + ";\n"; + out += "vec3 surface_tangent = " + Perturbation() + ";\n"; // Mathematically, recomputing Z-component of the tangent vector won't affect the relevant // computation below, which is also confirmed on 3DS. So we don't bother recomputing here // even if 'renorm' is enabled.