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Move default_attributes into Pica state

This commit is contained in:
Jannik Vogel 2016-05-12 10:06:35 +02:00
parent f6eb62d062
commit 6c6d99ca51
5 changed files with 5 additions and 5 deletions

View file

@ -74,7 +74,7 @@ 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] = nihstro::to_float24(Pica::g_state.vs.default_attributes[i][comp].ToFloat32()); default_attributes[4 * i + comp] = nihstro::to_float24(Pica::g_state.vs_default_attributes[i][comp].ToFloat32());
} }
} }

View file

@ -128,7 +128,7 @@ 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.vs_default_attributes[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.

View file

@ -25,6 +25,8 @@ struct State {
Shader::ShaderSetup vs; Shader::ShaderSetup vs;
Shader::ShaderSetup gs; Shader::ShaderSetup gs;
std::array<Math::Vec4<float24>, 16> vs_default_attributes;
struct { struct {
union LutEntry { union LutEntry {
// Used for raw access // Used for raw access

View file

@ -340,8 +340,6 @@ struct ShaderSetup {
std::array<Math::Vec4<u8>, 4> i; std::array<Math::Vec4<u8>, 4> i;
} uniforms; } uniforms;
Math::Vec4<float24> default_attributes[16];
std::array<u32, 1024> program_code; std::array<u32, 1024> program_code;
std::array<u32, 1024> swizzle_data; std::array<u32, 1024> swizzle_data;

View file

@ -124,7 +124,7 @@ void VertexLoader::LoadVertex(u32 base_address, int index, int vertex, Shader::I
input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); input.attr[i][0].ToFloat32(), input.attr[i][1].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.vs_default_attributes[i];
LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)", LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
i, vertex, index, i, vertex, index,
input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),