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	VideoCore/Shader: Extract input vertex loading code into function
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					 3 changed files with 26 additions and 22 deletions
				
			
		|  | @ -149,7 +149,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { | |||
|                     if (g_debug_context) | ||||
|                         g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, | ||||
|                                                  static_cast<void*>(&immediate_input)); | ||||
|                     g_state.vs.Run(shader_unit, immediate_input, regs.vs.num_input_attributes + 1); | ||||
|                     shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1); | ||||
|                     g_state.vs.Run(shader_unit); | ||||
|                     Shader::OutputVertex output_vertex = | ||||
|                         shader_unit.output_registers.ToVertex(regs.vs); | ||||
| 
 | ||||
|  | @ -283,7 +284,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { | |||
|                 if (g_debug_context) | ||||
|                     g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, | ||||
|                                              (void*)&input); | ||||
|                 g_state.vs.Run(shader_unit, input, loader.GetNumTotalAttributes()); | ||||
|                 shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes()); | ||||
|                 g_state.vs.Run(shader_unit); | ||||
| 
 | ||||
|                 // Retrieve vertex from register data
 | ||||
|                 output_vertex = shader_unit.output_registers.ToVertex(regs.vs); | ||||
|  |  | |||
|  | @ -76,6 +76,17 @@ OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) const { | |||
|     return ret; | ||||
| } | ||||
| 
 | ||||
| void UnitState::LoadInputVertex(const InputVertex& input, int num_attributes) { | ||||
|     // Setup input register table
 | ||||
|     const auto& attribute_register_map = g_state.regs.vs.input_register_map; | ||||
| 
 | ||||
|     for (int i = 0; i < num_attributes; i++) | ||||
|         registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i]; | ||||
| 
 | ||||
|     conditional_code[0] = false; | ||||
|     conditional_code[1] = false; | ||||
| } | ||||
| 
 | ||||
| #ifdef ARCHITECTURE_x86_64 | ||||
| static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map; | ||||
| static const JitShader* jit_shader; | ||||
|  | @ -109,21 +120,12 @@ void ShaderSetup::Setup() { | |||
| 
 | ||||
| MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240)); | ||||
| 
 | ||||
| void ShaderSetup::Run(UnitState& state, const InputVertex& input, int num_attributes) { | ||||
| void ShaderSetup::Run(UnitState& state) { | ||||
|     auto& config = g_state.regs.vs; | ||||
|     auto& setup = g_state.vs; | ||||
| 
 | ||||
|     MICROPROFILE_SCOPE(GPU_Shader); | ||||
| 
 | ||||
|     // Setup input register table
 | ||||
|     const auto& attribute_register_map = config.input_register_map; | ||||
| 
 | ||||
|     for (int i = 0; i < num_attributes; i++) | ||||
|         state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i]; | ||||
| 
 | ||||
|     state.conditional_code[0] = false; | ||||
|     state.conditional_code[1] = false; | ||||
| 
 | ||||
| #ifdef ARCHITECTURE_x86_64 | ||||
|     if (VideoCore::g_shader_jit_enabled) { | ||||
|         jit_shader->Run(setup, state, config.main_offset); | ||||
|  | @ -145,13 +147,7 @@ DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_ | |||
| 
 | ||||
|     // Setup input register table
 | ||||
|     boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero())); | ||||
|     const auto& attribute_register_map = config.input_register_map; | ||||
|     for (int i = 0; i < num_attributes; i++) | ||||
|         state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i]; | ||||
| 
 | ||||
|     state.conditional_code[0] = false; | ||||
|     state.conditional_code[1] = false; | ||||
| 
 | ||||
|     state.LoadInputVertex(input, num_attributes); | ||||
|     RunInterpreter(setup, state, debug_data, config.main_offset); | ||||
|     return debug_data; | ||||
| } | ||||
|  |  | |||
|  | @ -142,6 +142,14 @@ struct UnitState { | |||
|             return 0; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     /**
 | ||||
|      * Loads the unit state with an input vertex. | ||||
|      * | ||||
|      * @param input Input vertex into the shader | ||||
|      * @param num_attributes The number of vertex shader attributes to load | ||||
|      */ | ||||
|     void LoadInputVertex(const InputVertex& input, int num_attributes); | ||||
| }; | ||||
| 
 | ||||
| /// Clears the shader cache
 | ||||
|  | @ -182,10 +190,8 @@ struct ShaderSetup { | |||
|     /**
 | ||||
|      * Runs the currently setup shader | ||||
|      * @param state Shader unit state, must be setup per shader and per shader unit | ||||
|      * @param input Input vertex into the shader | ||||
|      * @param num_attributes The number of vertex shader attributes | ||||
|      */ | ||||
|     void Run(UnitState& state, const InputVertex& input, int num_attributes); | ||||
|     void Run(UnitState& state); | ||||
| 
 | ||||
|     /**
 | ||||
|      * Produce debug information based on the given shader and input vertex | ||||
|  |  | |||
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