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	Shader: Store AttributeBuffers in GS output buffer
This also does the output masking early at EMIT time, instead of when a triangle is sent to the vertex handler.
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					 2 changed files with 7 additions and 7 deletions
				
			
		|  | @ -99,16 +99,16 @@ GSEmitter::~GSEmitter() { | |||
|     delete handlers; | ||||
| } | ||||
| 
 | ||||
| void GSEmitter::Emit(Math::Vec4<float24> (&vertex)[16]) { | ||||
| void GSEmitter::Emit(Math::Vec4<float24> (&output_regs)[16]) { | ||||
|     ASSERT(vertex_id < 3); | ||||
|     std::copy(std::begin(vertex), std::end(vertex), buffer[vertex_id].begin()); | ||||
|     // TODO: This should be merged with UnitState::WriteOutput somehow
 | ||||
|     CopyRegistersToOutput(output_regs, output_mask, buffer[vertex_id]); | ||||
| 
 | ||||
|     if (prim_emit) { | ||||
|         if (winding) | ||||
|             handlers->winding_setter(); | ||||
|         for (size_t i = 0; i < buffer.size(); ++i) { | ||||
|             AttributeBuffer output; | ||||
|             CopyRegistersToOutput(buffer[i].data(), output_mask, output); | ||||
|             handlers->vertex_handler(output); | ||||
|             handlers->vertex_handler(buffer[i]); | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  |  | |||
|  | @ -72,7 +72,7 @@ static_assert(sizeof(OutputVertex) == 24 * sizeof(float), "OutputVertex has inva | |||
|  * This structure contains state information for primitive emitting in geometry shader. | ||||
|  */ | ||||
| struct GSEmitter { | ||||
|     std::array<std::array<Math::Vec4<float24>, 16>, 3> buffer; | ||||
|     std::array<AttributeBuffer, 3> buffer; | ||||
|     u8 vertex_id; | ||||
|     bool prim_emit; | ||||
|     bool winding; | ||||
|  | @ -87,7 +87,7 @@ struct GSEmitter { | |||
| 
 | ||||
|     GSEmitter(); | ||||
|     ~GSEmitter(); | ||||
|     void Emit(Math::Vec4<float24> (&vertex)[16]); | ||||
|     void Emit(Math::Vec4<float24> (&output_regs)[16]); | ||||
| }; | ||||
| static_assert(std::is_standard_layout<GSEmitter>::value, "GSEmitter is not standard layout type"); | ||||
| 
 | ||||
|  |  | |||
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