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	Pica: Add support for boolean uniforms.
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					 4 changed files with 21 additions and 2 deletions
				
			
		|  | @ -162,6 +162,12 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { | |||
|             break; | ||||
|         } | ||||
| 
 | ||||
|         case PICA_REG_INDEX(vs_bool_uniforms): | ||||
|             for (unsigned i = 0; i < 16; ++i) | ||||
|                 VertexShader::GetBoolUniform(i) = (registers.vs_bool_uniforms.Value() & (1 << i)); | ||||
| 
 | ||||
|             break; | ||||
| 
 | ||||
|         case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[0], 0x2c1): | ||||
|         case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[1], 0x2c2): | ||||
|         case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[2], 0x2c3): | ||||
|  |  | |||
|  | @ -492,7 +492,11 @@ struct Regs { | |||
| 
 | ||||
|     BitField<8, 2, TriangleTopology> triangle_topology; | ||||
| 
 | ||||
|     INSERT_PADDING_WORDS(0x5b); | ||||
|     INSERT_PADDING_WORDS(0x51); | ||||
| 
 | ||||
|     BitField<0, 16, u32> vs_bool_uniforms; | ||||
| 
 | ||||
|     INSERT_PADDING_WORDS(0x9); | ||||
| 
 | ||||
|     // Offset to shader program entry point (in words)
 | ||||
|     BitField<0, 16, u32> vs_main_offset; | ||||
|  | @ -620,6 +624,7 @@ struct Regs { | |||
|         ADD_FIELD(trigger_draw); | ||||
|         ADD_FIELD(trigger_draw_indexed); | ||||
|         ADD_FIELD(triangle_topology); | ||||
|         ADD_FIELD(vs_bool_uniforms); | ||||
|         ADD_FIELD(vs_main_offset); | ||||
|         ADD_FIELD(vs_input_register_map); | ||||
|         ADD_FIELD(vs_uniform_setup); | ||||
|  | @ -690,6 +695,7 @@ ASSERT_REG_POSITION(num_vertices, 0x228); | |||
| ASSERT_REG_POSITION(trigger_draw, 0x22e); | ||||
| ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f); | ||||
| ASSERT_REG_POSITION(triangle_topology, 0x25e); | ||||
| ASSERT_REG_POSITION(vs_bool_uniforms, 0x2b0); | ||||
| ASSERT_REG_POSITION(vs_main_offset, 0x2ba); | ||||
| ASSERT_REG_POSITION(vs_input_register_map, 0x2bb); | ||||
| ASSERT_REG_POSITION(vs_uniform_setup, 0x2c0); | ||||
|  |  | |||
|  | @ -26,8 +26,9 @@ namespace VertexShader { | |||
| 
 | ||||
| static struct { | ||||
|     Math::Vec4<float24> f[96]; | ||||
| } shader_uniforms; | ||||
| 
 | ||||
|     std::array<bool,16> b; | ||||
| } shader_uniforms; | ||||
| 
 | ||||
| // 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.
 | ||||
|  | @ -49,6 +50,11 @@ Math::Vec4<float24>& GetFloatUniform(u32 index) | |||
|     return shader_uniforms.f[index]; | ||||
| } | ||||
| 
 | ||||
| bool& GetBoolUniform(u32 index) | ||||
| { | ||||
|     return shader_uniforms.b[index]; | ||||
| } | ||||
| 
 | ||||
| const std::array<u32, 1024>& GetShaderBinary() | ||||
| { | ||||
|     return shader_memory; | ||||
|  |  | |||
|  | @ -72,6 +72,7 @@ void SubmitSwizzleDataChange(u32 addr, u32 value); | |||
| OutputVertex RunShader(const InputVertex& input, int num_attributes); | ||||
| 
 | ||||
| Math::Vec4<float24>& GetFloatUniform(u32 index); | ||||
| bool& GetBoolUniform(u32 index); | ||||
| 
 | ||||
| const std::array<u32, 1024>& GetShaderBinary(); | ||||
| const std::array<u32, 1024>& GetSwizzlePatterns(); | ||||
|  |  | |||
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