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	VideoCore: Rename some types to more accurate names
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					 10 changed files with 21 additions and 21 deletions
				
			
		|  | @ -125,7 +125,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { | |||
| 
 | ||||
|             // TODO: Verify that this actually modifies the register!
 | ||||
|             if (setup.index < 15) { | ||||
|                 g_state.vs_default_attributes[setup.index] = attribute; | ||||
|                 g_state.input_default_attributes.attr[setup.index] = attribute; | ||||
|                 setup.index++; | ||||
|             } else { | ||||
|                 // Put each attribute into an immediate input buffer.
 | ||||
|  | @ -138,7 +138,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { | |||
| 
 | ||||
|                 immediate_input.attr[immediate_attribute_id++] = attribute; | ||||
| 
 | ||||
|                 if (immediate_attribute_id >= regs.vs.max_input_attribute_index + 1) { | ||||
|                 if (immediate_attribute_id > regs.vs.max_input_attribute_index) { | ||||
|                     MICROPROFILE_SCOPE(GPU_Drawing); | ||||
|                     immediate_attribute_id = 0; | ||||
| 
 | ||||
|  | @ -150,8 +150,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { | |||
|                         g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, | ||||
|                                                  static_cast<void*>(&immediate_input)); | ||||
|                     Shader::UnitState shader_unit; | ||||
|                     shader_unit.LoadInputVertex(immediate_input, | ||||
|                                                 regs.vs.max_input_attribute_index + 1); | ||||
|                     shader_unit.LoadInput(immediate_input, regs.vs.max_input_attribute_index + 1); | ||||
|                     shader_engine->Run(g_state.vs, shader_unit); | ||||
|                     auto output_vertex = Shader::OutputVertex::FromRegisters( | ||||
|                         shader_unit.registers.output, regs, regs.vs.output_mask); | ||||
|  | @ -281,14 +280,14 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { | |||
| 
 | ||||
|             if (!vertex_cache_hit) { | ||||
|                 // Initialize data for the current vertex
 | ||||
|                 Shader::InputVertex input; | ||||
|                 Shader::AttributeBuffer input; | ||||
|                 loader.LoadVertex(base_address, index, vertex, input, memory_accesses); | ||||
| 
 | ||||
|                 // Send to vertex shader
 | ||||
|                 if (g_debug_context) | ||||
|                     g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, | ||||
|                                              (void*)&input); | ||||
|                 shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes()); | ||||
|                 shader_unit.LoadInput(input, loader.GetNumTotalAttributes()); | ||||
|                 shader_engine->Run(g_state.vs, shader_unit); | ||||
| 
 | ||||
|                 // Retrieve vertex from register data
 | ||||
|  |  | |||
|  | @ -23,7 +23,7 @@ struct State { | |||
|     Shader::ShaderSetup vs; | ||||
|     Shader::ShaderSetup gs; | ||||
| 
 | ||||
|     std::array<Math::Vec4<float24>, 16> vs_default_attributes; | ||||
|     Shader::AttributeBuffer input_default_attributes; | ||||
| 
 | ||||
|     struct { | ||||
|         union LutEntry { | ||||
|  | @ -66,7 +66,7 @@ struct State { | |||
|     /// Struct used to describe immediate mode rendering state
 | ||||
|     struct ImmediateModeState { | ||||
|         // Used to buffer partial vertices for immediate-mode rendering.
 | ||||
|         Shader::InputVertex input_vertex; | ||||
|         Shader::AttributeBuffer input_vertex; | ||||
|         // Index of the next attribute to be loaded into `input_vertex`.
 | ||||
|         u32 current_attribute = 0; | ||||
|     } immediate; | ||||
|  |  | |||
|  | @ -71,7 +71,7 @@ OutputVertex OutputVertex::FromRegisters(Math::Vec4<float24> output_regs[16], co | |||
|     return ret; | ||||
| } | ||||
| 
 | ||||
| void UnitState::LoadInputVertex(const InputVertex& input, int num_attributes) { | ||||
| void UnitState::LoadInput(const AttributeBuffer& input, int num_attributes) { | ||||
|     // Setup input register table
 | ||||
|     const auto& attribute_register_map = g_state.regs.vs.input_register_map; | ||||
| 
 | ||||
|  |  | |||
|  | @ -23,7 +23,7 @@ namespace Pica { | |||
| 
 | ||||
| namespace Shader { | ||||
| 
 | ||||
| struct InputVertex { | ||||
| struct AttributeBuffer { | ||||
|     alignas(16) Math::Vec4<float24> attr[16]; | ||||
| }; | ||||
| 
 | ||||
|  | @ -140,7 +140,7 @@ struct UnitState { | |||
|      * @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); | ||||
|     void LoadInput(const AttributeBuffer& input, int num_attributes); | ||||
| }; | ||||
| 
 | ||||
| struct ShaderSetup { | ||||
|  |  | |||
|  | @ -668,14 +668,14 @@ void InterpreterEngine::Run(const ShaderSetup& setup, UnitState& state) const { | |||
| } | ||||
| 
 | ||||
| DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup, | ||||
|                                                     const InputVertex& input, | ||||
|                                                     const AttributeBuffer& input, | ||||
|                                                     int num_attributes) const { | ||||
|     UnitState state; | ||||
|     DebugData<true> debug_data; | ||||
| 
 | ||||
|     // Setup input register table
 | ||||
|     boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero())); | ||||
|     state.LoadInputVertex(input, num_attributes); | ||||
|     state.LoadInput(input, num_attributes); | ||||
|     RunInterpreter(setup, state, debug_data, setup.engine_data.entry_point); | ||||
|     return debug_data; | ||||
| } | ||||
|  |  | |||
|  | @ -23,7 +23,7 @@ public: | |||
|      * @param config Configuration object for the shader pipeline | ||||
|      * @return Debug information for this shader with regards to the given vertex | ||||
|      */ | ||||
|     DebugData<true> ProduceDebugInfo(const ShaderSetup& setup, const InputVertex& input, | ||||
|     DebugData<true> ProduceDebugInfo(const ShaderSetup& setup, const AttributeBuffer& input, | ||||
|                                      int num_attributes) const; | ||||
| }; | ||||
| 
 | ||||
|  |  | |||
|  | @ -70,7 +70,8 @@ void VertexLoader::Setup(const Pica::Regs& regs) { | |||
|     is_setup = true; | ||||
| } | ||||
| 
 | ||||
| void VertexLoader::LoadVertex(u32 base_address, int index, int vertex, Shader::InputVertex& input, | ||||
| void VertexLoader::LoadVertex(u32 base_address, int index, int vertex, | ||||
|                               Shader::AttributeBuffer& input, | ||||
|                               DebugUtils::MemoryAccessTracker& memory_accesses) { | ||||
|     ASSERT_MSG(is_setup, "A VertexLoader needs to be setup before loading vertices."); | ||||
| 
 | ||||
|  | @ -142,7 +143,7 @@ void VertexLoader::LoadVertex(u32 base_address, int index, int vertex, Shader::I | |||
|                       input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); | ||||
|         } else if (vertex_attribute_is_default[i]) { | ||||
|             // Load the default attribute if we're configured to do so
 | ||||
|             input.attr[i] = g_state.vs_default_attributes[i]; | ||||
|             input.attr[i] = g_state.input_default_attributes.attr[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(), | ||||
|  |  | |||
|  | @ -11,7 +11,7 @@ class MemoryAccessTracker; | |||
| } | ||||
| 
 | ||||
| namespace Shader { | ||||
| struct InputVertex; | ||||
| struct AttributeBuffer; | ||||
| } | ||||
| 
 | ||||
| class VertexLoader { | ||||
|  | @ -22,7 +22,7 @@ public: | |||
|     } | ||||
| 
 | ||||
|     void Setup(const Pica::Regs& regs); | ||||
|     void LoadVertex(u32 base_address, int index, int vertex, Shader::InputVertex& input, | ||||
|     void LoadVertex(u32 base_address, int index, int vertex, Shader::AttributeBuffer& input, | ||||
|                     DebugUtils::MemoryAccessTracker& memory_accesses); | ||||
| 
 | ||||
|     int GetNumTotalAttributes() const { | ||||
|  |  | |||
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