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Pica/Rasterizer: Add SecondaryFragmentColor
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@ -217,7 +217,9 @@ struct Regs {
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struct TevStageConfig {
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struct TevStageConfig {
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enum class Source : u32 {
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enum class Source : u32 {
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PrimaryColor = 0x0,
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PrimaryColor = 0x0,
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PrimaryFragmentColor = 0x1,
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PrimaryFragmentColor = 0x1,
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SecondaryFragmentColor = 0x2,
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Texture0 = 0x3,
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Texture0 = 0x3,
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Texture1 = 0x4,
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Texture1 = 0x4,
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@ -384,11 +384,14 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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auto GetSource = [&](Source source) -> Math::Vec4<u8> {
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auto GetSource = [&](Source source) -> Math::Vec4<u8> {
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switch (source) {
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switch (source) {
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// TODO: What's the difference between these two?
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// TODO: Implement fragment lighting. The following is a bunch of hacks.
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case Source::PrimaryColor:
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case Source::PrimaryColor:
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case Source::PrimaryFragmentColor:
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case Source::PrimaryFragmentColor:
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return primary_color;
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return primary_color;
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case Source::SecondaryFragmentColor:
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return 0;
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case Source::Texture0:
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case Source::Texture0:
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return texture_color[0];
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return texture_color[0];
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