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	VideoCore: Change misleading register names
A few registers had names such as "count" or "number" when they actually contained the maximum (that is, count - 1). This can easily lead to hard to notice off by one errors.
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					 4 changed files with 9 additions and 8 deletions
				
			
		|  | @ -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.num_input_attributes + 1) { | ||||
|                 if (immediate_attribute_id >= regs.vs.max_input_attribute_index + 1) { | ||||
|                     MICROPROFILE_SCOPE(GPU_Drawing); | ||||
|                     immediate_attribute_id = 0; | ||||
| 
 | ||||
|  | @ -150,7 +150,8 @@ 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.num_input_attributes + 1); | ||||
|                     shader_unit.LoadInputVertex(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); | ||||
|  |  | |||
|  | @ -868,7 +868,7 @@ struct Regs { | |||
|         LightSrc light[8]; | ||||
|         LightColor global_ambient; // Emission + (material.ambient * lighting.ambient)
 | ||||
|         INSERT_PADDING_WORDS(0x1); | ||||
|         BitField<0, 3, u32> num_lights; // Number of enabled lights - 1
 | ||||
|         BitField<0, 3, u32> max_light_index; // Number of enabled lights - 1
 | ||||
| 
 | ||||
|         union { | ||||
|             BitField<2, 2, LightingFresnelSelector> fresnel_selector; | ||||
|  | @ -1045,7 +1045,7 @@ struct Regs { | |||
|             BitField<48, 12, u64> attribute_mask; | ||||
| 
 | ||||
|             // number of total attributes minus 1
 | ||||
|             BitField<60, 4, u64> num_extra_attributes; | ||||
|             BitField<60, 4, u64> max_attribute_index; | ||||
|         }; | ||||
| 
 | ||||
|         inline VertexAttributeFormat GetFormat(int n) const { | ||||
|  | @ -1076,7 +1076,7 @@ struct Regs { | |||
|         } | ||||
| 
 | ||||
|         inline int GetNumTotalAttributes() const { | ||||
|             return (int)num_extra_attributes + 1; | ||||
|             return (int)max_attribute_index + 1; | ||||
|         } | ||||
| 
 | ||||
|         // Attribute loaders map the source vertex data to input attributes
 | ||||
|  | @ -1214,7 +1214,7 @@ struct Regs { | |||
| 
 | ||||
|         union { | ||||
|             // Number of input attributes to shader unit - 1
 | ||||
|             BitField<0, 4, u32> num_input_attributes; | ||||
|             BitField<0, 4, u32> max_input_attribute_index; | ||||
|         }; | ||||
| 
 | ||||
|         // Offset to shader program entry point (in words)
 | ||||
|  |  | |||
|  | @ -467,7 +467,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) { | |||
| 
 | ||||
|     // Fragment lighting switches
 | ||||
|     case PICA_REG_INDEX(lighting.disable): | ||||
|     case PICA_REG_INDEX(lighting.num_lights): | ||||
|     case PICA_REG_INDEX(lighting.max_light_index): | ||||
|     case PICA_REG_INDEX(lighting.config0): | ||||
|     case PICA_REG_INDEX(lighting.config1): | ||||
|     case PICA_REG_INDEX(lighting.abs_lut_input): | ||||
|  |  | |||
|  | @ -84,7 +84,7 @@ union PicaShaderConfig { | |||
|         // Fragment lighting
 | ||||
| 
 | ||||
|         state.lighting.enable = !regs.lighting.disable; | ||||
|         state.lighting.src_num = regs.lighting.num_lights + 1; | ||||
|         state.lighting.src_num = regs.lighting.max_light_index + 1; | ||||
| 
 | ||||
|         for (unsigned light_index = 0; light_index < state.lighting.src_num; ++light_index) { | ||||
|             unsigned num = regs.lighting.light_enable.GetNum(light_index); | ||||
|  |  | |||
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