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Pica/Shader: Add geometry shader definitions.
This commit is contained in:
parent
7673cdfdae
commit
33568494af
6 changed files with 169 additions and 156 deletions
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@ -259,7 +259,7 @@ void GraphicsVertexShaderModel::OnUpdate()
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for (auto pattern : Pica::g_state.vs.swizzle_data)
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info.swizzle_info.push_back({pattern});
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info.labels.insert({ Pica::g_state.regs.vs_main_offset, "main" });
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info.labels.insert({ Pica::g_state.regs.vs.main_offset, "main" });
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endResetModel();
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}
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@ -45,7 +45,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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if (GPU::g_skip_frame && id != PICA_REG_INDEX(trigger_irq))
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return;
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// TODO: Figure out how register masking acts on e.g. vs_uniform_setup.set_value
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// TODO: Figure out how register masking acts on e.g. vs.uniform_setup.set_value
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u32 old_value = regs[id];
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regs[id] = (old_value & ~mask) | (value & mask);
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@ -242,7 +242,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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&geometry_dumper, _1, _2, _3));
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// Send to vertex shader
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VertexShader::OutputVertex output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes());
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VertexShader::OutputVertex output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes(), g_state.regs.vs, g_state.vs);
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if (is_indexed) {
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// TODO: Add processed vertex to vertex cache!
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@ -281,35 +281,35 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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break;
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}
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case PICA_REG_INDEX(vs_bool_uniforms):
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case PICA_REG_INDEX(vs.bool_uniforms):
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for (unsigned i = 0; i < 16; ++i)
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g_state.vs.uniforms.b[i] = (regs.vs_bool_uniforms.Value() & (1 << i)) != 0;
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g_state.vs.uniforms.b[i] = (regs.vs.bool_uniforms.Value() & (1 << i)) != 0;
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break;
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case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[0], 0x2b1):
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case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[1], 0x2b2):
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case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[2], 0x2b3):
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case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[3], 0x2b4):
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case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1):
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case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[1], 0x2b2):
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case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[2], 0x2b3):
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case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[3], 0x2b4):
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{
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int index = (id - PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[0], 0x2b1));
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auto values = regs.vs_int_uniforms[index];
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int index = (id - PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1));
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auto values = regs.vs.int_uniforms[index];
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g_state.vs.uniforms.i[index] = Math::Vec4<u8>(values.x, values.y, values.z, values.w);
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LOG_TRACE(HW_GPU, "Set integer uniform %d to %02x %02x %02x %02x",
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index, values.x.Value(), values.y.Value(), values.z.Value(), values.w.Value());
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break;
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}
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[0], 0x2c1):
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[1], 0x2c2):
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[2], 0x2c3):
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[3], 0x2c4):
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[4], 0x2c5):
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[5], 0x2c6):
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[6], 0x2c7):
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[7], 0x2c8):
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case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[0], 0x2c1):
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case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[1], 0x2c2):
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case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[2], 0x2c3):
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case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[3], 0x2c4):
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case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[4], 0x2c5):
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case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[5], 0x2c6):
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case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[6], 0x2c7):
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case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[7], 0x2c8):
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{
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auto& uniform_setup = regs.vs_uniform_setup;
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auto& uniform_setup = regs.vs.uniform_setup;
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// TODO: Does actual hardware indeed keep an intermediate buffer or does
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// it directly write the values?
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@ -392,32 +392,32 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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}
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// Load shader program code
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case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[0], 0x2cc):
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case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[1], 0x2cd):
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case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[2], 0x2ce):
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case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[3], 0x2cf):
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case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[4], 0x2d0):
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case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[5], 0x2d1):
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case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[6], 0x2d2):
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case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[7], 0x2d3):
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case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[0], 0x2cc):
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case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[1], 0x2cd):
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case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[2], 0x2ce):
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case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[3], 0x2cf):
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case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[4], 0x2d0):
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case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[5], 0x2d1):
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case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[6], 0x2d2):
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case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[7], 0x2d3):
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{
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g_state.vs.program_code[regs.vs_program.offset] = value;
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regs.vs_program.offset++;
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g_state.vs.program_code[regs.vs.program.offset] = value;
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regs.vs.program.offset++;
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break;
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}
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// Load swizzle pattern data
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case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[0], 0x2d6):
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case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[1], 0x2d7):
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case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[2], 0x2d8):
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case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[3], 0x2d9):
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case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[4], 0x2da):
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case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[5], 0x2db):
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case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[6], 0x2dc):
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case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[7], 0x2dd):
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case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[0], 0x2d6):
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case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[1], 0x2d7):
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case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[2], 0x2d8):
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case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[3], 0x2d9):
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case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[4], 0x2da):
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case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[5], 0x2db):
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case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[6], 0x2dc):
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case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[7], 0x2dd):
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{
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g_state.vs.swizzle_data[regs.vs_swizzle_patterns.offset] = value;
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regs.vs_swizzle_patterns.offset++;
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g_state.vs.swizzle_data[regs.vs.swizzle_patterns.offset] = value;
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regs.vs.swizzle_patterns.offset++;
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break;
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}
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@ -784,112 +784,119 @@ struct Regs {
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INSERT_PADDING_WORDS(0x20);
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enum class TriangleTopology : u32 {
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List = 0,
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Strip = 1,
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Fan = 2,
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ListIndexed = 3, // TODO: No idea if this is correct
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List = 0,
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Strip = 1,
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Fan = 2,
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Shader = 3, // Programmable setup unit implemented in a geometry shader
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};
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BitField<8, 2, TriangleTopology> triangle_topology;
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INSERT_PADDING_WORDS(0x51);
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INSERT_PADDING_WORDS(0x21);
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BitField<0, 16, u32> vs_bool_uniforms;
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union {
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BitField< 0, 8, u32> x;
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BitField< 8, 8, u32> y;
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BitField<16, 8, u32> z;
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BitField<24, 8, u32> w;
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} vs_int_uniforms[4];
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INSERT_PADDING_WORDS(0x5);
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// Offset to shader program entry point (in words)
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BitField<0, 16, u32> vs_main_offset;
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union {
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BitField< 0, 4, u64> attribute0_register;
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BitField< 4, 4, u64> attribute1_register;
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BitField< 8, 4, u64> attribute2_register;
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BitField<12, 4, u64> attribute3_register;
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BitField<16, 4, u64> attribute4_register;
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BitField<20, 4, u64> attribute5_register;
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BitField<24, 4, u64> attribute6_register;
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BitField<28, 4, u64> attribute7_register;
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BitField<32, 4, u64> attribute8_register;
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BitField<36, 4, u64> attribute9_register;
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BitField<40, 4, u64> attribute10_register;
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BitField<44, 4, u64> attribute11_register;
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BitField<48, 4, u64> attribute12_register;
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BitField<52, 4, u64> attribute13_register;
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BitField<56, 4, u64> attribute14_register;
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BitField<60, 4, u64> attribute15_register;
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int GetRegisterForAttribute(int attribute_index) const {
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u64 fields[] = {
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attribute0_register, attribute1_register, attribute2_register, attribute3_register,
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attribute4_register, attribute5_register, attribute6_register, attribute7_register,
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attribute8_register, attribute9_register, attribute10_register, attribute11_register,
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attribute12_register, attribute13_register, attribute14_register, attribute15_register,
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};
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return (int)fields[attribute_index];
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}
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} vs_input_register_map;
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INSERT_PADDING_WORDS(0x3);
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struct {
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enum Format : u32
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{
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FLOAT24 = 0,
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FLOAT32 = 1
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};
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bool IsFloat32() const {
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return format == FLOAT32;
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}
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struct ShaderConfig {
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BitField<0, 16, u32> bool_uniforms;
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union {
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// Index of the next uniform to write to
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// TODO: ctrulib uses 8 bits for this, however that seems to yield lots of invalid indices
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BitField<0, 7, u32> index;
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BitField< 0, 8, u32> x;
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BitField< 8, 8, u32> y;
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BitField<16, 8, u32> z;
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BitField<24, 8, u32> w;
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} int_uniforms[4];
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BitField<31, 1, Format> format;
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};
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INSERT_PADDING_WORDS(0x5);
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// Writing to these registers sets the "current" uniform.
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// TODO: It's not clear how the hardware stores what the "current" uniform is.
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u32 set_value[8];
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// Offset to shader program entry point (in words)
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BitField<0, 16, u32> main_offset;
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} vs_uniform_setup;
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union {
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BitField< 0, 4, u64> attribute0_register;
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BitField< 4, 4, u64> attribute1_register;
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BitField< 8, 4, u64> attribute2_register;
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BitField<12, 4, u64> attribute3_register;
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BitField<16, 4, u64> attribute4_register;
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BitField<20, 4, u64> attribute5_register;
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BitField<24, 4, u64> attribute6_register;
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BitField<28, 4, u64> attribute7_register;
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BitField<32, 4, u64> attribute8_register;
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BitField<36, 4, u64> attribute9_register;
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BitField<40, 4, u64> attribute10_register;
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BitField<44, 4, u64> attribute11_register;
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BitField<48, 4, u64> attribute12_register;
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BitField<52, 4, u64> attribute13_register;
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BitField<56, 4, u64> attribute14_register;
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BitField<60, 4, u64> attribute15_register;
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INSERT_PADDING_WORDS(0x2);
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int GetRegisterForAttribute(int attribute_index) const {
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u64 fields[] = {
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attribute0_register, attribute1_register, attribute2_register, attribute3_register,
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attribute4_register, attribute5_register, attribute6_register, attribute7_register,
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attribute8_register, attribute9_register, attribute10_register, attribute11_register,
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attribute12_register, attribute13_register, attribute14_register, attribute15_register,
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};
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return (int)fields[attribute_index];
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}
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} input_register_map;
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struct {
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// Offset of the next instruction to write code to.
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// Incremented with each instruction write.
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u32 offset;
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// OUTMAP_MASK, 0x28E, CODETRANSFER_END
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INSERT_PADDING_WORDS(0x3);
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// Writing to these registers sets the "current" word in the shader program.
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// TODO: It's not clear how the hardware stores what the "current" word is.
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u32 set_word[8];
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} vs_program;
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struct {
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enum Format : u32
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{
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FLOAT24 = 0,
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FLOAT32 = 1
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};
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INSERT_PADDING_WORDS(0x1);
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bool IsFloat32() const {
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return format == FLOAT32;
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}
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// This register group is used to load an internal table of swizzling patterns,
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// which are indexed by each shader instruction to specify vector component swizzling.
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struct {
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// Offset of the next swizzle pattern to write code to.
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// Incremented with each instruction write.
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u32 offset;
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union {
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// Index of the next uniform to write to
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// TODO: ctrulib uses 8 bits for this, however that seems to yield lots of invalid indices
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// TODO: Maybe the uppermost index is for the geometry shader? Investigate!
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BitField<0, 7, u32> index;
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// Writing to these registers sets the "current" swizzle pattern in the table.
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// TODO: It's not clear how the hardware stores what the "current" swizzle pattern is.
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u32 set_word[8];
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} vs_swizzle_patterns;
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BitField<31, 1, Format> format;
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};
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INSERT_PADDING_WORDS(0x22);
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// Writing to these registers sets the current uniform.
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u32 set_value[8];
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} uniform_setup;
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INSERT_PADDING_WORDS(0x2);
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struct {
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// Offset of the next instruction to write code to.
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// Incremented with each instruction write.
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u32 offset;
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// Writing to these registers sets the "current" word in the shader program.
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u32 set_word[8];
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} program;
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INSERT_PADDING_WORDS(0x1);
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// This register group is used to load an internal table of swizzling patterns,
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// which are indexed by each shader instruction to specify vector component swizzling.
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struct {
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// Offset of the next swizzle pattern to write code to.
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// Incremented with each instruction write.
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u32 offset;
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// Writing to these registers sets the current swizzle pattern in the table.
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u32 set_word[8];
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} swizzle_patterns;
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INSERT_PADDING_WORDS(0x2);
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};
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ShaderConfig gs;
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ShaderConfig vs;
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INSERT_PADDING_WORDS(0x20);
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// Map register indices to names readable by humans
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// Used for debugging purposes, so performance is not an issue here
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@ -936,13 +943,20 @@ struct Regs {
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ADD_FIELD(vs_default_attributes_setup);
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ADD_FIELD(command_buffer);
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ADD_FIELD(triangle_topology);
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ADD_FIELD(vs_bool_uniforms);
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ADD_FIELD(vs_int_uniforms);
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ADD_FIELD(vs_main_offset);
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ADD_FIELD(vs_input_register_map);
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ADD_FIELD(vs_uniform_setup);
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ADD_FIELD(vs_program);
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ADD_FIELD(vs_swizzle_patterns);
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ADD_FIELD(gs.bool_uniforms);
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ADD_FIELD(gs.int_uniforms);
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ADD_FIELD(gs.main_offset);
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ADD_FIELD(gs.input_register_map);
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ADD_FIELD(gs.uniform_setup);
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ADD_FIELD(gs.program);
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ADD_FIELD(gs.swizzle_patterns);
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ADD_FIELD(vs.bool_uniforms);
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ADD_FIELD(vs.int_uniforms);
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ADD_FIELD(vs.main_offset);
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ADD_FIELD(vs.input_register_map);
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ADD_FIELD(vs.uniform_setup);
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ADD_FIELD(vs.program);
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ADD_FIELD(vs.swizzle_patterns);
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#undef ADD_FIELD
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@ -1014,17 +1028,14 @@ ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
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ASSERT_REG_POSITION(vs_default_attributes_setup, 0x232);
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ASSERT_REG_POSITION(command_buffer, 0x238);
|
||||
ASSERT_REG_POSITION(triangle_topology, 0x25e);
|
||||
ASSERT_REG_POSITION(vs_bool_uniforms, 0x2b0);
|
||||
ASSERT_REG_POSITION(vs_int_uniforms, 0x2b1);
|
||||
ASSERT_REG_POSITION(vs_main_offset, 0x2ba);
|
||||
ASSERT_REG_POSITION(vs_input_register_map, 0x2bb);
|
||||
ASSERT_REG_POSITION(vs_uniform_setup, 0x2c0);
|
||||
ASSERT_REG_POSITION(vs_program, 0x2cb);
|
||||
ASSERT_REG_POSITION(vs_swizzle_patterns, 0x2d5);
|
||||
ASSERT_REG_POSITION(gs, 0x280);
|
||||
ASSERT_REG_POSITION(vs, 0x2b0);
|
||||
|
||||
#undef ASSERT_REG_POSITION
|
||||
#endif // !defined(_MSC_VER)
|
||||
|
||||
static_assert(sizeof(Regs::ShaderConfig) == 0x30 * sizeof(u32), "ShaderConfig structure has incorrect size");
|
||||
|
||||
// The total number of registers is chosen arbitrarily, but let's make sure it's not some odd value anyway.
|
||||
static_assert(sizeof(Regs) <= 0x300 * sizeof(u32), "Register set structure larger than it should be");
|
||||
static_assert(sizeof(Regs) >= 0x300 * sizeof(u32), "Register set structure smaller than it should be");
|
||||
|
@ -1134,7 +1145,7 @@ struct State {
|
|||
Regs regs;
|
||||
|
||||
/// Vertex shader memory
|
||||
struct {
|
||||
struct ShaderSetup {
|
||||
struct {
|
||||
Math::Vec4<float24> f[96];
|
||||
std::array<bool, 16> b;
|
||||
|
@ -1145,7 +1156,10 @@ struct State {
|
|||
|
||||
std::array<u32, 1024> program_code;
|
||||
std::array<u32, 1024> swizzle_data;
|
||||
} vs;
|
||||
};
|
||||
|
||||
ShaderSetup vs;
|
||||
ShaderSetup gs;
|
||||
|
||||
/// Current Pica command list
|
||||
struct {
|
||||
|
|
|
@ -20,8 +20,9 @@ template<typename VertexType>
|
|||
void PrimitiveAssembler<VertexType>::SubmitVertex(VertexType& vtx, TriangleHandler triangle_handler)
|
||||
{
|
||||
switch (topology) {
|
||||
// TODO: Figure out what's different with TriangleTopology::Shader.
|
||||
case Regs::TriangleTopology::List:
|
||||
case Regs::TriangleTopology::ListIndexed:
|
||||
case Regs::TriangleTopology::Shader:
|
||||
if (buffer_index < 2) {
|
||||
buffer[buffer_index++] = vtx;
|
||||
} else {
|
||||
|
|
|
@ -546,20 +546,18 @@ static void ProcessShaderCode(VertexShaderState& state) {
|
|||
|
||||
static Common::Profiling::TimingCategory shader_category("Vertex Shader");
|
||||
|
||||
OutputVertex RunShader(const InputVertex& input, int num_attributes) {
|
||||
OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup) {
|
||||
Common::Profiling::ScopeTimer timer(shader_category);
|
||||
|
||||
const auto& regs = g_state.regs;
|
||||
const auto& vs = g_state.vs;
|
||||
VertexShaderState state;
|
||||
|
||||
const u32* main = &vs.program_code[regs.vs_main_offset];
|
||||
const u32* main = &setup.program_code[config.main_offset];
|
||||
state.program_counter = (u32*)main;
|
||||
state.debug.max_offset = 0;
|
||||
state.debug.max_opdesc_id = 0;
|
||||
|
||||
// Setup input register table
|
||||
const auto& attribute_register_map = regs.vs_input_register_map;
|
||||
const auto& attribute_register_map = config.input_register_map;
|
||||
float24 dummy_register;
|
||||
boost::fill(state.input_register_table, &dummy_register);
|
||||
|
||||
|
@ -584,16 +582,16 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes) {
|
|||
state.conditional_code[1] = false;
|
||||
|
||||
ProcessShaderCode(state);
|
||||
DebugUtils::DumpShader(vs.program_code.data(), state.debug.max_offset, vs.swizzle_data.data(),
|
||||
state.debug.max_opdesc_id, regs.vs_main_offset,
|
||||
regs.vs_output_attributes);
|
||||
DebugUtils::DumpShader(setup.program_code.data(), state.debug.max_offset, setup.swizzle_data.data(),
|
||||
state.debug.max_opdesc_id, config.main_offset,
|
||||
g_state.regs.vs_output_attributes); // TODO: Don't hardcode VS here
|
||||
|
||||
// Setup output data
|
||||
OutputVertex ret;
|
||||
// TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to
|
||||
// figure out what those circumstances are and enable the remaining outputs then.
|
||||
for (int i = 0; i < 7; ++i) {
|
||||
const auto& output_register_map = regs.vs_output_attributes[i];
|
||||
const auto& output_register_map = g_state.regs.vs_output_attributes[i]; // TODO: Don't hardcode VS here
|
||||
|
||||
u32 semantics[4] = {
|
||||
output_register_map.map_x, output_register_map.map_y,
|
||||
|
|
|
@ -65,7 +65,7 @@ struct OutputVertex {
|
|||
static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
|
||||
static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
|
||||
|
||||
OutputVertex RunShader(const InputVertex& input, int num_attributes);
|
||||
OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup);
|
||||
|
||||
} // namespace
|
||||
|
||||
|
|
Loading…
Reference in a new issue