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	Merge pull request #695 from Subv/crash_f
GPU: Implemented default vertex shader attributes.
This commit is contained in:
		
						commit
						337f1e1b96
					
				
					 4 changed files with 135 additions and 66 deletions
				
			
		|  | @ -27,6 +27,10 @@ static int float_regs_counter = 0; | ||||||
| 
 | 
 | ||||||
| static u32 uniform_write_buffer[4]; | static u32 uniform_write_buffer[4]; | ||||||
| 
 | 
 | ||||||
|  | static int default_attr_counter = 0; | ||||||
|  | 
 | ||||||
|  | static u32 default_attr_write_buffer[3]; | ||||||
|  | 
 | ||||||
| Common::Profiling::TimingCategory category_drawing("Drawing"); | Common::Profiling::TimingCategory category_drawing("Drawing"); | ||||||
| 
 | 
 | ||||||
| static inline void WritePicaReg(u32 id, u32 value, u32 mask) { | static inline void WritePicaReg(u32 id, u32 value, u32 mask) { | ||||||
|  | @ -71,12 +75,9 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { | ||||||
|             u32 vertex_attribute_sources[16]; |             u32 vertex_attribute_sources[16]; | ||||||
|             boost::fill(vertex_attribute_sources, 0xdeadbeef); |             boost::fill(vertex_attribute_sources, 0xdeadbeef); | ||||||
|             u32 vertex_attribute_strides[16]; |             u32 vertex_attribute_strides[16]; | ||||||
|             u32 vertex_attribute_formats[16]; |             Regs::VertexAttributeFormat vertex_attribute_formats[16]; | ||||||
| 
 | 
 | ||||||
|             // HACK: Initialize vertex_attribute_elements to zero to prevent infinite loops below.
 |             u32 vertex_attribute_elements[16]; | ||||||
|             // This is one of the hacks required to deal with uninitalized vertex attributes.
 |  | ||||||
|             // TODO: Fix this properly.
 |  | ||||||
|             u32 vertex_attribute_elements[16] = {}; |  | ||||||
|             u32 vertex_attribute_element_size[16]; |             u32 vertex_attribute_element_size[16]; | ||||||
| 
 | 
 | ||||||
|             // Setup attribute data from loaders
 |             // Setup attribute data from loaders
 | ||||||
|  | @ -90,7 +91,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { | ||||||
|                     u32 attribute_index = loader_config.GetComponent(component); |                     u32 attribute_index = loader_config.GetComponent(component); | ||||||
|                     vertex_attribute_sources[attribute_index] = load_address; |                     vertex_attribute_sources[attribute_index] = load_address; | ||||||
|                     vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count); |                     vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count); | ||||||
|                     vertex_attribute_formats[attribute_index] = static_cast<u32>(attribute_config.GetFormat(attribute_index)); |                     vertex_attribute_formats[attribute_index] = attribute_config.GetFormat(attribute_index); | ||||||
|                     vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index); |                     vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index); | ||||||
|                     vertex_attribute_element_size[attribute_index] = attribute_config.GetElementSizeInBytes(attribute_index); |                     vertex_attribute_element_size[attribute_index] = attribute_config.GetElementSizeInBytes(attribute_index); | ||||||
|                     load_address += attribute_config.GetStride(attribute_index); |                     load_address += attribute_config.GetStride(attribute_index); | ||||||
|  | @ -126,19 +127,21 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { | ||||||
|                 input.attr[0].w = debug_token; |                 input.attr[0].w = debug_token; | ||||||
| 
 | 
 | ||||||
|                 for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) { |                 for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) { | ||||||
|  |                     if (attribute_config.IsDefaultAttribute(i)) { | ||||||
|  |                         input.attr[i] = VertexShader::GetDefaultAttribute(i); | ||||||
|  |                         LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)", | ||||||
|  |                                   i, vertex, index, | ||||||
|  |                                   input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), | ||||||
|  |                                   input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); | ||||||
|  |                     } else { | ||||||
|                         for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { |                         for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { | ||||||
|                             const u8* srcdata = Memory::GetPointer(PAddrToVAddr(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i])); |                             const u8* srcdata = Memory::GetPointer(PAddrToVAddr(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i])); | ||||||
| 
 | 
 | ||||||
|                         // TODO(neobrain): Ocarina of Time 3D has GetNumTotalAttributes return 8,
 |                             const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata : | ||||||
|                         // yet only provides 2 valid source data addresses. Need to figure out
 |                                 (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata : | ||||||
|                         // what's wrong there, until then we just continue when address lookup fails
 |                                 (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata : | ||||||
|                         if (srcdata == nullptr) |  | ||||||
|                             continue; |  | ||||||
| 
 |  | ||||||
|                         const float srcval = (vertex_attribute_formats[i] == 0) ? *(s8*)srcdata : |  | ||||||
|                                              (vertex_attribute_formats[i] == 1) ? *(u8*)srcdata : |  | ||||||
|                                              (vertex_attribute_formats[i] == 2) ? *(s16*)srcdata : |  | ||||||
|                                 *(float*)srcdata; |                                 *(float*)srcdata; | ||||||
|  | 
 | ||||||
|                             input.attr[i][comp] = float24::FromFloat32(srcval); |                             input.attr[i][comp] = float24::FromFloat32(srcval); | ||||||
|                             LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f", |                             LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f", | ||||||
|                                       comp, i, vertex, index, |                                       comp, i, vertex, index, | ||||||
|  | @ -148,6 +151,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { | ||||||
|                                       input.attr[i][comp].ToFloat32()); |                                       input.attr[i][comp].ToFloat32()); | ||||||
|                         } |                         } | ||||||
|                     } |                     } | ||||||
|  |                 } | ||||||
| 
 | 
 | ||||||
|                 // HACK: Some games do not initialize the vertex position's w component. This leads
 |                 // HACK: Some games do not initialize the vertex position's w component. This leads
 | ||||||
|                 //       to critical issues since it messes up perspective division. As a
 |                 //       to critical issues since it messes up perspective division. As a
 | ||||||
|  | @ -224,7 +228,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { | ||||||
|             //       it directly write the values?
 |             //       it directly write the values?
 | ||||||
|             uniform_write_buffer[float_regs_counter++] = value; |             uniform_write_buffer[float_regs_counter++] = value; | ||||||
| 
 | 
 | ||||||
|             // Uniforms are written in a packed format such that 4 float24 values are encoded in
 |             // Uniforms are written in a packed format such that four float24 values are encoded in
 | ||||||
|             // three 32-bit numbers. We write to internal memory once a full such vector is
 |             // three 32-bit numbers. We write to internal memory once a full such vector is
 | ||||||
|             // written.
 |             // written.
 | ||||||
|             if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) || |             if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) || | ||||||
|  | @ -260,6 +264,46 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { | ||||||
|             break; |             break; | ||||||
|         } |         } | ||||||
|          |          | ||||||
|  |         // Load default vertex input attributes
 | ||||||
|  |         case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[0], 0x233): | ||||||
|  |         case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[1], 0x234): | ||||||
|  |         case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[2], 0x235): | ||||||
|  |         { | ||||||
|  |             // TODO: Does actual hardware indeed keep an intermediate buffer or does
 | ||||||
|  |             //       it directly write the values?
 | ||||||
|  |             default_attr_write_buffer[default_attr_counter++] = value; | ||||||
|  | 
 | ||||||
|  |             // Default attributes are written in a packed format such that four float24 values are encoded in
 | ||||||
|  |             // three 32-bit numbers. We write to internal memory once a full such vector is
 | ||||||
|  |             // written.
 | ||||||
|  |             if (default_attr_counter >= 3) { | ||||||
|  |                 default_attr_counter = 0; | ||||||
|  | 
 | ||||||
|  |                 auto& setup = registers.vs_default_attributes_setup; | ||||||
|  | 
 | ||||||
|  |                 if (setup.index >= 16) { | ||||||
|  |                     LOG_ERROR(HW_GPU, "Invalid VS default attribute index %d", (int)setup.index); | ||||||
|  |                     break; | ||||||
|  |                 } | ||||||
|  | 
 | ||||||
|  |                 Math::Vec4<float24>& attribute = VertexShader::GetDefaultAttribute(setup.index); | ||||||
|  |                  | ||||||
|  |                 // NOTE: The destination component order indeed is "backwards"
 | ||||||
|  |                 attribute.w = float24::FromRawFloat24(default_attr_write_buffer[0] >> 8); | ||||||
|  |                 attribute.z = float24::FromRawFloat24(((default_attr_write_buffer[0] & 0xFF) << 16) | ((default_attr_write_buffer[1] >> 16) & 0xFFFF)); | ||||||
|  |                 attribute.y = float24::FromRawFloat24(((default_attr_write_buffer[1] & 0xFFFF) << 8) | ((default_attr_write_buffer[2] >> 24) & 0xFF)); | ||||||
|  |                 attribute.x = float24::FromRawFloat24(default_attr_write_buffer[2] & 0xFFFFFF); | ||||||
|  | 
 | ||||||
|  |                 LOG_TRACE(HW_GPU, "Set default VS attribute %x to (%f %f %f %f)", (int)setup.index, | ||||||
|  |                           attribute.x.ToFloat32(), attribute.y.ToFloat32(), attribute.z.ToFloat32(), | ||||||
|  |                           attribute.w.ToFloat32()); | ||||||
|  | 
 | ||||||
|  |                 // TODO: Verify that this actually modifies the register!
 | ||||||
|  |                 setup.index = setup.index + 1; | ||||||
|  |             } | ||||||
|  |             break; | ||||||
|  |         } | ||||||
|  | 
 | ||||||
|         // Load shader program code
 |         // Load shader program code
 | ||||||
|         case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[0], 0x2cc): |         case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[0], 0x2cc): | ||||||
|         case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[1], 0x2cd): |         case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[1], 0x2cd): | ||||||
|  |  | ||||||
|  | @ -489,14 +489,14 @@ struct Regs { | ||||||
| 
 | 
 | ||||||
|     INSERT_PADDING_WORDS(0xe0); |     INSERT_PADDING_WORDS(0xe0); | ||||||
| 
 | 
 | ||||||
|     struct { |     enum class VertexAttributeFormat : u64 { | ||||||
|         enum class Format : u64 { |  | ||||||
|         BYTE = 0, |         BYTE = 0, | ||||||
|         UBYTE = 1, |         UBYTE = 1, | ||||||
|         SHORT = 2, |         SHORT = 2, | ||||||
|         FLOAT = 3, |         FLOAT = 3, | ||||||
|     }; |     }; | ||||||
| 
 | 
 | ||||||
|  |     struct { | ||||||
|         BitField<0, 29, u32> base_address; |         BitField<0, 29, u32> base_address; | ||||||
| 
 | 
 | ||||||
|         u32 GetPhysicalBaseAddress() const { |         u32 GetPhysicalBaseAddress() const { | ||||||
|  | @ -505,29 +505,29 @@ struct Regs { | ||||||
| 
 | 
 | ||||||
|         // Descriptor for internal vertex attributes
 |         // Descriptor for internal vertex attributes
 | ||||||
|         union { |         union { | ||||||
|             BitField< 0,  2, Format> format0; // size of one element
 |             BitField< 0,  2, VertexAttributeFormat> format0; // size of one element
 | ||||||
|             BitField< 2,  2, u64> size0;      // number of elements minus 1
 |             BitField< 2,  2, u64> size0;      // number of elements minus 1
 | ||||||
|             BitField< 4,  2, Format> format1; |             BitField< 4,  2, VertexAttributeFormat> format1; | ||||||
|             BitField< 6,  2, u64> size1; |             BitField< 6,  2, u64> size1; | ||||||
|             BitField< 8,  2, Format> format2; |             BitField< 8,  2, VertexAttributeFormat> format2; | ||||||
|             BitField<10,  2, u64> size2; |             BitField<10,  2, u64> size2; | ||||||
|             BitField<12,  2, Format> format3; |             BitField<12,  2, VertexAttributeFormat> format3; | ||||||
|             BitField<14,  2, u64> size3; |             BitField<14,  2, u64> size3; | ||||||
|             BitField<16,  2, Format> format4; |             BitField<16,  2, VertexAttributeFormat> format4; | ||||||
|             BitField<18,  2, u64> size4; |             BitField<18,  2, u64> size4; | ||||||
|             BitField<20,  2, Format> format5; |             BitField<20,  2, VertexAttributeFormat> format5; | ||||||
|             BitField<22,  2, u64> size5; |             BitField<22,  2, u64> size5; | ||||||
|             BitField<24,  2, Format> format6; |             BitField<24,  2, VertexAttributeFormat> format6; | ||||||
|             BitField<26,  2, u64> size6; |             BitField<26,  2, u64> size6; | ||||||
|             BitField<28,  2, Format> format7; |             BitField<28,  2, VertexAttributeFormat> format7; | ||||||
|             BitField<30,  2, u64> size7; |             BitField<30,  2, u64> size7; | ||||||
|             BitField<32,  2, Format> format8; |             BitField<32,  2, VertexAttributeFormat> format8; | ||||||
|             BitField<34,  2, u64> size8; |             BitField<34,  2, u64> size8; | ||||||
|             BitField<36,  2, Format> format9; |             BitField<36,  2, VertexAttributeFormat> format9; | ||||||
|             BitField<38,  2, u64> size9; |             BitField<38,  2, u64> size9; | ||||||
|             BitField<40,  2, Format> format10; |             BitField<40,  2, VertexAttributeFormat> format10; | ||||||
|             BitField<42,  2, u64> size10; |             BitField<42,  2, u64> size10; | ||||||
|             BitField<44,  2, Format> format11; |             BitField<44,  2, VertexAttributeFormat> format11; | ||||||
|             BitField<46,  2, u64> size11; |             BitField<46,  2, u64> size11; | ||||||
| 
 | 
 | ||||||
|             BitField<48, 12, u64> attribute_mask; |             BitField<48, 12, u64> attribute_mask; | ||||||
|  | @ -536,8 +536,8 @@ struct Regs { | ||||||
|             BitField<60,  4, u64> num_extra_attributes; |             BitField<60,  4, u64> num_extra_attributes; | ||||||
|         }; |         }; | ||||||
| 
 | 
 | ||||||
|         inline Format GetFormat(int n) const { |         inline VertexAttributeFormat GetFormat(int n) const { | ||||||
|             Format formats[] = { |             VertexAttributeFormat formats[] = { | ||||||
|                 format0, format1, format2, format3, |                 format0, format1, format2, format3, | ||||||
|                 format4, format5, format6, format7, |                 format4, format5, format6, format7, | ||||||
|                 format8, format9, format10, format11 |                 format8, format9, format10, format11 | ||||||
|  | @ -555,14 +555,18 @@ struct Regs { | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|         inline int GetElementSizeInBytes(int n) const { |         inline int GetElementSizeInBytes(int n) const { | ||||||
|             return (GetFormat(n) == Format::FLOAT) ? 4 : |             return (GetFormat(n) == VertexAttributeFormat::FLOAT) ? 4 : | ||||||
|                 (GetFormat(n) == Format::SHORT) ? 2 : 1; |                 (GetFormat(n) == VertexAttributeFormat::SHORT) ? 2 : 1; | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|         inline int GetStride(int n) const { |         inline int GetStride(int n) const { | ||||||
|             return GetNumElements(n) * GetElementSizeInBytes(n); |             return GetNumElements(n) * GetElementSizeInBytes(n); | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|  |         inline bool IsDefaultAttribute(int id) const { | ||||||
|  |             return (id >= 12) || (attribute_mask & (1 << id)) != 0; | ||||||
|  |         } | ||||||
|  | 
 | ||||||
|         inline int GetNumTotalAttributes() const { |         inline int GetNumTotalAttributes() const { | ||||||
|             return (int)num_extra_attributes+1; |             return (int)num_extra_attributes+1; | ||||||
|         } |         } | ||||||
|  | @ -625,7 +629,18 @@ struct Regs { | ||||||
|     u32 trigger_draw; |     u32 trigger_draw; | ||||||
|     u32 trigger_draw_indexed; |     u32 trigger_draw_indexed; | ||||||
| 
 | 
 | ||||||
|     INSERT_PADDING_WORDS(0x2e); |     INSERT_PADDING_WORDS(0x2); | ||||||
|  | 
 | ||||||
|  |     // These registers are used to setup the default "fall-back" vertex shader attributes
 | ||||||
|  |     struct { | ||||||
|  |         // Index of the current default attribute
 | ||||||
|  |         u32 index; | ||||||
|  |          | ||||||
|  |         // Writing to these registers sets the "current" default attribute.
 | ||||||
|  |         u32 set_value[3]; | ||||||
|  |     } vs_default_attributes_setup; | ||||||
|  |      | ||||||
|  |     INSERT_PADDING_WORDS(0x28); | ||||||
| 
 | 
 | ||||||
|     enum class TriangleTopology : u32 { |     enum class TriangleTopology : u32 { | ||||||
|         List        = 0, |         List        = 0, | ||||||
|  | @ -669,7 +684,7 @@ struct Regs { | ||||||
|         BitField<56, 4, u64> attribute14_register; |         BitField<56, 4, u64> attribute14_register; | ||||||
|         BitField<60, 4, u64> attribute15_register; |         BitField<60, 4, u64> attribute15_register; | ||||||
| 
 | 
 | ||||||
|         int GetRegisterForAttribute(int attribute_index) { |         int GetRegisterForAttribute(int attribute_index) const { | ||||||
|             u64 fields[] = { |             u64 fields[] = { | ||||||
|                 attribute0_register,  attribute1_register,  attribute2_register,  attribute3_register, |                 attribute0_register,  attribute1_register,  attribute2_register,  attribute3_register, | ||||||
|                 attribute4_register,  attribute5_register,  attribute6_register,  attribute7_register, |                 attribute4_register,  attribute5_register,  attribute6_register,  attribute7_register, | ||||||
|  | @ -775,6 +790,7 @@ struct Regs { | ||||||
|         ADD_FIELD(num_vertices); |         ADD_FIELD(num_vertices); | ||||||
|         ADD_FIELD(trigger_draw); |         ADD_FIELD(trigger_draw); | ||||||
|         ADD_FIELD(trigger_draw_indexed); |         ADD_FIELD(trigger_draw_indexed); | ||||||
|  |         ADD_FIELD(vs_default_attributes_setup); | ||||||
|         ADD_FIELD(triangle_topology); |         ADD_FIELD(triangle_topology); | ||||||
|         ADD_FIELD(vs_bool_uniforms); |         ADD_FIELD(vs_bool_uniforms); | ||||||
|         ADD_FIELD(vs_int_uniforms); |         ADD_FIELD(vs_int_uniforms); | ||||||
|  | @ -849,6 +865,7 @@ ASSERT_REG_POSITION(index_array, 0x227); | ||||||
| ASSERT_REG_POSITION(num_vertices, 0x228); | ASSERT_REG_POSITION(num_vertices, 0x228); | ||||||
| ASSERT_REG_POSITION(trigger_draw, 0x22e); | ASSERT_REG_POSITION(trigger_draw, 0x22e); | ||||||
| ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f); | ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f); | ||||||
|  | ASSERT_REG_POSITION(vs_default_attributes_setup, 0x232); | ||||||
| ASSERT_REG_POSITION(triangle_topology, 0x25e); | ASSERT_REG_POSITION(triangle_topology, 0x25e); | ||||||
| ASSERT_REG_POSITION(vs_bool_uniforms, 0x2b0); | ASSERT_REG_POSITION(vs_bool_uniforms, 0x2b0); | ||||||
| ASSERT_REG_POSITION(vs_int_uniforms, 0x2b1); | ASSERT_REG_POSITION(vs_int_uniforms, 0x2b1); | ||||||
|  |  | ||||||
|  | @ -35,6 +35,8 @@ static struct { | ||||||
|     std::array<Math::Vec4<u8>,4> i; |     std::array<Math::Vec4<u8>,4> i; | ||||||
| } shader_uniforms; | } shader_uniforms; | ||||||
| 
 | 
 | ||||||
|  | static Math::Vec4<float24> vs_default_attributes[16]; | ||||||
|  | 
 | ||||||
| // TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to!
 | // TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to!
 | ||||||
| // For now, we just keep these local arrays around.
 | // For now, we just keep these local arrays around.
 | ||||||
| static std::array<u32, 1024> shader_memory; | static std::array<u32, 1024> shader_memory; | ||||||
|  | @ -60,6 +62,10 @@ Math::Vec4<u8>& GetIntUniform(u32 index) { | ||||||
|     return shader_uniforms.i[index]; |     return shader_uniforms.i[index]; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | Math::Vec4<float24>& GetDefaultAttribute(u32 index) { | ||||||
|  |     return vs_default_attributes[index]; | ||||||
|  | } | ||||||
|  | 
 | ||||||
| const std::array<u32, 1024>& GetShaderBinary() { | const std::array<u32, 1024>& GetShaderBinary() { | ||||||
|     return shader_memory; |     return shader_memory; | ||||||
| } | } | ||||||
|  | @ -568,22 +574,23 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes) { | ||||||
|     const auto& attribute_register_map = registers.vs_input_register_map; |     const auto& attribute_register_map = registers.vs_input_register_map; | ||||||
|     float24 dummy_register; |     float24 dummy_register; | ||||||
|     boost::fill(state.input_register_table, &dummy_register); |     boost::fill(state.input_register_table, &dummy_register); | ||||||
|     if(num_attributes > 0) state.input_register_table[attribute_register_map.attribute0_register] = &input.attr[0].x; |      | ||||||
|     if(num_attributes > 1) state.input_register_table[attribute_register_map.attribute1_register] = &input.attr[1].x; |     if (num_attributes > 0) state.input_register_table[attribute_register_map.attribute0_register] = &input.attr[0].x; | ||||||
|     if(num_attributes > 2) state.input_register_table[attribute_register_map.attribute2_register] = &input.attr[2].x; |     if (num_attributes > 1) state.input_register_table[attribute_register_map.attribute1_register] = &input.attr[1].x; | ||||||
|     if(num_attributes > 3) state.input_register_table[attribute_register_map.attribute3_register] = &input.attr[3].x; |     if (num_attributes > 2) state.input_register_table[attribute_register_map.attribute2_register] = &input.attr[2].x; | ||||||
|     if(num_attributes > 4) state.input_register_table[attribute_register_map.attribute4_register] = &input.attr[4].x; |     if (num_attributes > 3) state.input_register_table[attribute_register_map.attribute3_register] = &input.attr[3].x; | ||||||
|     if(num_attributes > 5) state.input_register_table[attribute_register_map.attribute5_register] = &input.attr[5].x; |     if (num_attributes > 4) state.input_register_table[attribute_register_map.attribute4_register] = &input.attr[4].x; | ||||||
|     if(num_attributes > 6) state.input_register_table[attribute_register_map.attribute6_register] = &input.attr[6].x; |     if (num_attributes > 5) state.input_register_table[attribute_register_map.attribute5_register] = &input.attr[5].x; | ||||||
|     if(num_attributes > 7) state.input_register_table[attribute_register_map.attribute7_register] = &input.attr[7].x; |     if (num_attributes > 6) state.input_register_table[attribute_register_map.attribute6_register] = &input.attr[6].x; | ||||||
|     if(num_attributes > 8) state.input_register_table[attribute_register_map.attribute8_register] = &input.attr[8].x; |     if (num_attributes > 7) state.input_register_table[attribute_register_map.attribute7_register] = &input.attr[7].x; | ||||||
|     if(num_attributes > 9) state.input_register_table[attribute_register_map.attribute9_register] = &input.attr[9].x; |     if (num_attributes > 8) state.input_register_table[attribute_register_map.attribute8_register] = &input.attr[8].x; | ||||||
|     if(num_attributes > 10) state.input_register_table[attribute_register_map.attribute10_register] = &input.attr[10].x; |     if (num_attributes > 9) state.input_register_table[attribute_register_map.attribute9_register] = &input.attr[9].x; | ||||||
|     if(num_attributes > 11) state.input_register_table[attribute_register_map.attribute11_register] = &input.attr[11].x; |     if (num_attributes > 10) state.input_register_table[attribute_register_map.attribute10_register] = &input.attr[10].x; | ||||||
|     if(num_attributes > 12) state.input_register_table[attribute_register_map.attribute12_register] = &input.attr[12].x; |     if (num_attributes > 11) state.input_register_table[attribute_register_map.attribute11_register] = &input.attr[11].x; | ||||||
|     if(num_attributes > 13) state.input_register_table[attribute_register_map.attribute13_register] = &input.attr[13].x; |     if (num_attributes > 12) state.input_register_table[attribute_register_map.attribute12_register] = &input.attr[12].x; | ||||||
|     if(num_attributes > 14) state.input_register_table[attribute_register_map.attribute14_register] = &input.attr[14].x; |     if (num_attributes > 13) state.input_register_table[attribute_register_map.attribute13_register] = &input.attr[13].x; | ||||||
|     if(num_attributes > 15) state.input_register_table[attribute_register_map.attribute15_register] = &input.attr[15].x; |     if (num_attributes > 14) state.input_register_table[attribute_register_map.attribute14_register] = &input.attr[14].x; | ||||||
|  |     if (num_attributes > 15) state.input_register_table[attribute_register_map.attribute15_register] = &input.attr[15].x; | ||||||
| 
 | 
 | ||||||
|     state.conditional_code[0] = false; |     state.conditional_code[0] = false; | ||||||
|     state.conditional_code[1] = false; |     state.conditional_code[1] = false; | ||||||
|  |  | ||||||
|  | @ -74,6 +74,7 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes); | ||||||
| Math::Vec4<float24>& GetFloatUniform(u32 index); | Math::Vec4<float24>& GetFloatUniform(u32 index); | ||||||
| bool& GetBoolUniform(u32 index); | bool& GetBoolUniform(u32 index); | ||||||
| Math::Vec4<u8>& GetIntUniform(u32 index); | Math::Vec4<u8>& GetIntUniform(u32 index); | ||||||
|  | Math::Vec4<float24>& GetDefaultAttribute(u32 index); | ||||||
| 
 | 
 | ||||||
| const std::array<u32, 1024>& GetShaderBinary(); | const std::array<u32, 1024>& GetShaderBinary(); | ||||||
| const std::array<u32, 1024>& GetSwizzlePatterns(); | const std::array<u32, 1024>& GetSwizzlePatterns(); | ||||||
|  |  | ||||||
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