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Pica/CommandProcessor: Add support for integer uniforms.

This commit is contained in:
Tony Wasserka 2014-12-21 02:49:45 +01:00
parent b03a97e0b8
commit b7a48c422a
4 changed files with 30 additions and 1 deletions

View file

@ -173,6 +173,19 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
break; break;
case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[0], 0x2b1):
case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[1], 0x2b2):
case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[2], 0x2b3):
case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[3], 0x2b4):
{
int index = (id - PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[0], 0x2b1));
auto values = registers.vs_int_uniforms[index];
VertexShader::GetIntUniform(index) = Math::Vec4<u8>(values.x, values.y, values.z, values.w);
LOG_ERROR(HW_GPU, "Set integer uniform %d to %02x %02x %02x %02x",
index, values.x.Value(), values.y.Value(), values.z.Value(), values.w.Value());
break;
}
case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[0], 0x2c1): 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[1], 0x2c2):
case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[2], 0x2c3): case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[2], 0x2c3):

View file

@ -495,8 +495,14 @@ struct Regs {
INSERT_PADDING_WORDS(0x51); INSERT_PADDING_WORDS(0x51);
BitField<0, 16, u32> vs_bool_uniforms; BitField<0, 16, u32> vs_bool_uniforms;
union {
BitField< 0, 8, u32> x;
BitField< 8, 8, u32> y;
BitField<16, 8, u32> z;
BitField<24, 8, u32> w;
} vs_int_uniforms[4];
INSERT_PADDING_WORDS(0x9); INSERT_PADDING_WORDS(0x5);
// Offset to shader program entry point (in words) // Offset to shader program entry point (in words)
BitField<0, 16, u32> vs_main_offset; BitField<0, 16, u32> vs_main_offset;
@ -625,6 +631,7 @@ struct Regs {
ADD_FIELD(trigger_draw_indexed); ADD_FIELD(trigger_draw_indexed);
ADD_FIELD(triangle_topology); ADD_FIELD(triangle_topology);
ADD_FIELD(vs_bool_uniforms); ADD_FIELD(vs_bool_uniforms);
ADD_FIELD(vs_int_uniforms);
ADD_FIELD(vs_main_offset); ADD_FIELD(vs_main_offset);
ADD_FIELD(vs_input_register_map); ADD_FIELD(vs_input_register_map);
ADD_FIELD(vs_uniform_setup); ADD_FIELD(vs_uniform_setup);
@ -696,6 +703,7 @@ ASSERT_REG_POSITION(trigger_draw, 0x22e);
ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f); ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
ASSERT_REG_POSITION(triangle_topology, 0x25e); ASSERT_REG_POSITION(triangle_topology, 0x25e);
ASSERT_REG_POSITION(vs_bool_uniforms, 0x2b0); ASSERT_REG_POSITION(vs_bool_uniforms, 0x2b0);
ASSERT_REG_POSITION(vs_int_uniforms, 0x2b1);
ASSERT_REG_POSITION(vs_main_offset, 0x2ba); ASSERT_REG_POSITION(vs_main_offset, 0x2ba);
ASSERT_REG_POSITION(vs_input_register_map, 0x2bb); ASSERT_REG_POSITION(vs_input_register_map, 0x2bb);
ASSERT_REG_POSITION(vs_uniform_setup, 0x2c0); ASSERT_REG_POSITION(vs_uniform_setup, 0x2c0);

View file

@ -30,6 +30,8 @@ static struct {
Math::Vec4<float24> f[96]; Math::Vec4<float24> f[96];
std::array<bool,16> b; std::array<bool,16> b;
std::array<Math::Vec4<u8>,4> i;
} shader_uniforms; } shader_uniforms;
// TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to! // TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to!
@ -57,6 +59,11 @@ bool& GetBoolUniform(u32 index)
return shader_uniforms.b[index]; return shader_uniforms.b[index];
} }
Math::Vec4<u8>& GetIntUniform(u32 index)
{
return shader_uniforms.i[index];
}
const std::array<u32, 1024>& GetShaderBinary() const std::array<u32, 1024>& GetShaderBinary()
{ {
return shader_memory; return shader_memory;

View file

@ -73,6 +73,7 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes);
Math::Vec4<float24>& GetFloatUniform(u32 index); Math::Vec4<float24>& GetFloatUniform(u32 index);
bool& GetBoolUniform(u32 index); bool& GetBoolUniform(u32 index);
Math::Vec4<u8>& GetIntUniform(u32 index);
const std::array<u32, 1024>& GetShaderBinary(); const std::array<u32, 1024>& GetShaderBinary();
const std::array<u32, 1024>& GetSwizzlePatterns(); const std::array<u32, 1024>& GetSwizzlePatterns();