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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
				
			
		|  | @ -71,8 +71,8 @@ void GraphicsTracingWidget::StartRecording() { | ||||||
|     std::array<u32, 4 * 16> default_attributes; |     std::array<u32, 4 * 16> default_attributes; | ||||||
|     for (unsigned i = 0; i < 16; ++i) { |     for (unsigned i = 0; i < 16; ++i) { | ||||||
|         for (unsigned comp = 0; comp < 3; ++comp) { |         for (unsigned comp = 0; comp < 3; ++comp) { | ||||||
|             default_attributes[4 * i + comp] = |             default_attributes[4 * i + comp] = nihstro::to_float24( | ||||||
|                 nihstro::to_float24(Pica::g_state.vs_default_attributes[i][comp].ToFloat32()); |                 Pica::g_state.input_default_attributes.attr[i][comp].ToFloat32()); | ||||||
|         } |         } | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
|  | @ -82,7 +82,7 @@ private: | ||||||
| 
 | 
 | ||||||
|     nihstro::ShaderInfo info; |     nihstro::ShaderInfo info; | ||||||
|     Pica::Shader::DebugData<true> debug_data; |     Pica::Shader::DebugData<true> debug_data; | ||||||
|     Pica::Shader::InputVertex input_vertex; |     Pica::Shader::AttributeBuffer input_vertex; | ||||||
| 
 | 
 | ||||||
|     friend class GraphicsVertexShaderModel; |     friend class GraphicsVertexShaderModel; | ||||||
| }; | }; | ||||||
|  |  | ||||||
|  | @ -125,7 +125,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { | ||||||
| 
 | 
 | ||||||
|             // TODO: Verify that this actually modifies the register!
 |             // TODO: Verify that this actually modifies the register!
 | ||||||
|             if (setup.index < 15) { |             if (setup.index < 15) { | ||||||
|                 g_state.vs_default_attributes[setup.index] = attribute; |                 g_state.input_default_attributes.attr[setup.index] = attribute; | ||||||
|                 setup.index++; |                 setup.index++; | ||||||
|             } else { |             } else { | ||||||
|                 // Put each attribute into an immediate input buffer.
 |                 // 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; |                 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); |                     MICROPROFILE_SCOPE(GPU_Drawing); | ||||||
|                     immediate_attribute_id = 0; |                     immediate_attribute_id = 0; | ||||||
| 
 | 
 | ||||||
|  | @ -150,8 +150,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { | ||||||
|                         g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, |                         g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, | ||||||
|                                                  static_cast<void*>(&immediate_input)); |                                                  static_cast<void*>(&immediate_input)); | ||||||
|                     Shader::UnitState shader_unit; |                     Shader::UnitState shader_unit; | ||||||
|                     shader_unit.LoadInputVertex(immediate_input, |                     shader_unit.LoadInput(immediate_input, regs.vs.max_input_attribute_index + 1); | ||||||
|                                                 regs.vs.max_input_attribute_index + 1); |  | ||||||
|                     shader_engine->Run(g_state.vs, shader_unit); |                     shader_engine->Run(g_state.vs, shader_unit); | ||||||
|                     auto output_vertex = Shader::OutputVertex::FromRegisters( |                     auto output_vertex = Shader::OutputVertex::FromRegisters( | ||||||
|                         shader_unit.registers.output, regs, regs.vs.output_mask); |                         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) { |             if (!vertex_cache_hit) { | ||||||
|                 // Initialize data for the current vertex
 |                 // Initialize data for the current vertex
 | ||||||
|                 Shader::InputVertex input; |                 Shader::AttributeBuffer input; | ||||||
|                 loader.LoadVertex(base_address, index, vertex, input, memory_accesses); |                 loader.LoadVertex(base_address, index, vertex, input, memory_accesses); | ||||||
| 
 | 
 | ||||||
|                 // Send to vertex shader
 |                 // Send to vertex shader
 | ||||||
|                 if (g_debug_context) |                 if (g_debug_context) | ||||||
|                     g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, |                     g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, | ||||||
|                                              (void*)&input); |                                              (void*)&input); | ||||||
|                 shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes()); |                 shader_unit.LoadInput(input, loader.GetNumTotalAttributes()); | ||||||
|                 shader_engine->Run(g_state.vs, shader_unit); |                 shader_engine->Run(g_state.vs, shader_unit); | ||||||
| 
 | 
 | ||||||
|                 // Retrieve vertex from register data
 |                 // Retrieve vertex from register data
 | ||||||
|  |  | ||||||
|  | @ -23,7 +23,7 @@ struct State { | ||||||
|     Shader::ShaderSetup vs; |     Shader::ShaderSetup vs; | ||||||
|     Shader::ShaderSetup gs; |     Shader::ShaderSetup gs; | ||||||
| 
 | 
 | ||||||
|     std::array<Math::Vec4<float24>, 16> vs_default_attributes; |     Shader::AttributeBuffer input_default_attributes; | ||||||
| 
 | 
 | ||||||
|     struct { |     struct { | ||||||
|         union LutEntry { |         union LutEntry { | ||||||
|  | @ -66,7 +66,7 @@ struct State { | ||||||
|     /// Struct used to describe immediate mode rendering state
 |     /// Struct used to describe immediate mode rendering state
 | ||||||
|     struct ImmediateModeState { |     struct ImmediateModeState { | ||||||
|         // Used to buffer partial vertices for immediate-mode rendering.
 |         // 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`.
 |         // Index of the next attribute to be loaded into `input_vertex`.
 | ||||||
|         u32 current_attribute = 0; |         u32 current_attribute = 0; | ||||||
|     } immediate; |     } immediate; | ||||||
|  |  | ||||||
|  | @ -71,7 +71,7 @@ OutputVertex OutputVertex::FromRegisters(Math::Vec4<float24> output_regs[16], co | ||||||
|     return ret; |     return ret; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void UnitState::LoadInputVertex(const InputVertex& input, int num_attributes) { | void UnitState::LoadInput(const AttributeBuffer& input, int num_attributes) { | ||||||
|     // Setup input register table
 |     // Setup input register table
 | ||||||
|     const auto& attribute_register_map = g_state.regs.vs.input_register_map; |     const auto& attribute_register_map = g_state.regs.vs.input_register_map; | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
|  | @ -23,7 +23,7 @@ namespace Pica { | ||||||
| 
 | 
 | ||||||
| namespace Shader { | namespace Shader { | ||||||
| 
 | 
 | ||||||
| struct InputVertex { | struct AttributeBuffer { | ||||||
|     alignas(16) Math::Vec4<float24> attr[16]; |     alignas(16) Math::Vec4<float24> attr[16]; | ||||||
| }; | }; | ||||||
| 
 | 
 | ||||||
|  | @ -140,7 +140,7 @@ struct UnitState { | ||||||
|      * @param input Input vertex into the shader |      * @param input Input vertex into the shader | ||||||
|      * @param num_attributes The number of vertex shader attributes to load |      * @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 { | struct ShaderSetup { | ||||||
|  |  | ||||||
|  | @ -668,14 +668,14 @@ void InterpreterEngine::Run(const ShaderSetup& setup, UnitState& state) const { | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup, | DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup, | ||||||
|                                                     const InputVertex& input, |                                                     const AttributeBuffer& input, | ||||||
|                                                     int num_attributes) const { |                                                     int num_attributes) const { | ||||||
|     UnitState state; |     UnitState state; | ||||||
|     DebugData<true> debug_data; |     DebugData<true> debug_data; | ||||||
| 
 | 
 | ||||||
|     // Setup input register table
 |     // Setup input register table
 | ||||||
|     boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero())); |     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); |     RunInterpreter(setup, state, debug_data, setup.engine_data.entry_point); | ||||||
|     return debug_data; |     return debug_data; | ||||||
| } | } | ||||||
|  |  | ||||||
|  | @ -23,7 +23,7 @@ public: | ||||||
|      * @param config Configuration object for the shader pipeline |      * @param config Configuration object for the shader pipeline | ||||||
|      * @return Debug information for this shader with regards to the given vertex |      * @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; |                                      int num_attributes) const; | ||||||
| }; | }; | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
|  | @ -70,7 +70,8 @@ void VertexLoader::Setup(const Pica::Regs& regs) { | ||||||
|     is_setup = true; |     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) { |                               DebugUtils::MemoryAccessTracker& memory_accesses) { | ||||||
|     ASSERT_MSG(is_setup, "A VertexLoader needs to be setup before loading vertices."); |     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()); |                       input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); | ||||||
|         } else if (vertex_attribute_is_default[i]) { |         } else if (vertex_attribute_is_default[i]) { | ||||||
|             // Load the default attribute if we're configured to do so
 |             // 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, |             LOG_TRACE(HW_GPU, | ||||||
|                       "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)", i, |                       "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(), |                       vertex, index, input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), | ||||||
|  |  | ||||||
|  | @ -11,7 +11,7 @@ class MemoryAccessTracker; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| namespace Shader { | namespace Shader { | ||||||
| struct InputVertex; | struct AttributeBuffer; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| class VertexLoader { | class VertexLoader { | ||||||
|  | @ -22,7 +22,7 @@ public: | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     void Setup(const Pica::Regs& regs); |     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); |                     DebugUtils::MemoryAccessTracker& memory_accesses); | ||||||
| 
 | 
 | ||||||
|     int GetNumTotalAttributes() const { |     int GetNumTotalAttributes() const { | ||||||
|  |  | ||||||
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