Pica: Add support for boolean uniforms.
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67618a2c55
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aff808b2fd
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@ -162,6 +162,12 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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break;
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break;
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}
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}
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case PICA_REG_INDEX(vs_bool_uniforms):
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for (unsigned i = 0; i < 16; ++i)
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VertexShader::GetBoolUniform(i) = (registers.vs_bool_uniforms.Value() & (1 << i));
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break;
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[0], 0x2c1):
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[0], 0x2c1):
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[1], 0x2c2):
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[1], 0x2c2):
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[2], 0x2c3):
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[2], 0x2c3):
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@ -492,7 +492,11 @@ struct Regs {
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BitField<8, 2, TriangleTopology> triangle_topology;
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BitField<8, 2, TriangleTopology> triangle_topology;
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INSERT_PADDING_WORDS(0x5b);
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INSERT_PADDING_WORDS(0x51);
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BitField<0, 16, u32> vs_bool_uniforms;
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INSERT_PADDING_WORDS(0x9);
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// Offset to shader program entry point (in words)
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// Offset to shader program entry point (in words)
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BitField<0, 16, u32> vs_main_offset;
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BitField<0, 16, u32> vs_main_offset;
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@ -620,6 +624,7 @@ struct Regs {
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ADD_FIELD(trigger_draw);
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ADD_FIELD(trigger_draw);
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ADD_FIELD(trigger_draw_indexed);
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ADD_FIELD(trigger_draw_indexed);
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ADD_FIELD(triangle_topology);
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ADD_FIELD(triangle_topology);
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ADD_FIELD(vs_bool_uniforms);
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ADD_FIELD(vs_main_offset);
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ADD_FIELD(vs_main_offset);
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ADD_FIELD(vs_input_register_map);
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ADD_FIELD(vs_input_register_map);
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ADD_FIELD(vs_uniform_setup);
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ADD_FIELD(vs_uniform_setup);
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@ -690,6 +695,7 @@ ASSERT_REG_POSITION(num_vertices, 0x228);
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ASSERT_REG_POSITION(trigger_draw, 0x22e);
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ASSERT_REG_POSITION(trigger_draw, 0x22e);
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ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
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ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
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ASSERT_REG_POSITION(triangle_topology, 0x25e);
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ASSERT_REG_POSITION(triangle_topology, 0x25e);
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ASSERT_REG_POSITION(vs_bool_uniforms, 0x2b0);
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ASSERT_REG_POSITION(vs_main_offset, 0x2ba);
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ASSERT_REG_POSITION(vs_main_offset, 0x2ba);
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ASSERT_REG_POSITION(vs_input_register_map, 0x2bb);
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ASSERT_REG_POSITION(vs_input_register_map, 0x2bb);
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ASSERT_REG_POSITION(vs_uniform_setup, 0x2c0);
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ASSERT_REG_POSITION(vs_uniform_setup, 0x2c0);
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@ -26,8 +26,9 @@ namespace VertexShader {
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static struct {
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static struct {
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Math::Vec4<float24> f[96];
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Math::Vec4<float24> f[96];
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} shader_uniforms;
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std::array<bool,16> b;
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} shader_uniforms;
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// TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to!
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// TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to!
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// For now, we just keep these local arrays around.
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// For now, we just keep these local arrays around.
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@ -49,6 +50,11 @@ Math::Vec4<float24>& GetFloatUniform(u32 index)
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return shader_uniforms.f[index];
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return shader_uniforms.f[index];
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}
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}
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bool& GetBoolUniform(u32 index)
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{
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return shader_uniforms.b[index];
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}
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const std::array<u32, 1024>& GetShaderBinary()
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const std::array<u32, 1024>& GetShaderBinary()
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{
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{
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return shader_memory;
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return shader_memory;
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@ -72,6 +72,7 @@ void SubmitSwizzleDataChange(u32 addr, u32 value);
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OutputVertex RunShader(const InputVertex& input, int num_attributes);
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OutputVertex RunShader(const InputVertex& input, int num_attributes);
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Math::Vec4<float24>& GetFloatUniform(u32 index);
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Math::Vec4<float24>& GetFloatUniform(u32 index);
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bool& GetBoolUniform(u32 index);
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const std::array<u32, 1024>& GetShaderBinary();
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const std::array<u32, 1024>& GetShaderBinary();
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const std::array<u32, 1024>& GetSwizzlePatterns();
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const std::array<u32, 1024>& GetSwizzlePatterns();
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