Shader: Remove OutputRegisters struct
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9ea5eacf91
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@ -152,8 +152,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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Shader::UnitState shader_unit;
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shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
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shader_engine->Run(shader_unit, regs.vs.main_offset);
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Shader::OutputVertex output_vertex =
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shader_unit.output_registers.ToVertex(regs.vs);
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auto output_vertex = Shader::OutputVertex::FromRegisters(
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shader_unit.registers.output, regs, regs.vs.output_mask);
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// Send to renderer
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using Pica::Shader::OutputVertex;
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@ -291,7 +291,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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shader_engine->Run(shader_unit, regs.vs.main_offset);
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// Retrieve vertex from register data
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output_vertex = shader_unit.output_registers.ToVertex(regs.vs);
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output_vertex = Shader::OutputVertex::FromRegisters(shader_unit.registers.output,
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regs, regs.vs.output_mask);
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if (is_indexed) {
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vertex_cache[vertex_cache_pos] = output_vertex;
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@ -19,7 +19,8 @@ namespace Pica {
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namespace Shader {
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OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) const {
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OutputVertex OutputVertex::FromRegisters(Math::Vec4<float24> output_regs[16], const Regs& regs,
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u32 output_mask) {
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// Setup output data
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OutputVertex ret;
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// TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to
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@ -27,13 +28,13 @@ OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) const {
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unsigned index = 0;
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for (unsigned i = 0; i < 7; ++i) {
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if (index >= g_state.regs.vs_output_total)
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if (index >= regs.vs_output_total)
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break;
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if ((config.output_mask & (1 << i)) == 0)
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if ((output_mask & (1 << i)) == 0)
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continue;
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const auto& output_register_map = g_state.regs.vs_output_attributes[index];
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const auto& output_register_map = regs.vs_output_attributes[index];
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u32 semantics[4] = {output_register_map.map_x, output_register_map.map_y,
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output_register_map.map_z, output_register_map.map_w};
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@ -41,7 +42,7 @@ OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) const {
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for (unsigned comp = 0; comp < 4; ++comp) {
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float24* out = ((float24*)&ret) + semantics[comp];
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if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
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*out = value[i][comp];
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*out = output_regs[i][comp];
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} else {
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// Zero output so that attributes which aren't output won't have denormals in them,
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// which would slow us down later.
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@ -73,19 +73,13 @@ struct OutputVertex {
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ret.Lerp(factor, v1);
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return ret;
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}
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static OutputVertex FromRegisters(Math::Vec4<float24> output_regs[16], const Regs& regs,
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u32 output_mask);
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};
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static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
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static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
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struct OutputRegisters {
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OutputRegisters() = default;
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alignas(16) Math::Vec4<float24> value[16];
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OutputVertex ToVertex(const Regs::ShaderConfig& config) const;
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};
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static_assert(std::is_pod<OutputRegisters>::value, "Structure is not POD");
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/**
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* This structure contains the state information that needs to be unique for a shader unit. The 3DS
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* has four shader units that process shaders in parallel. At the present, Citra only implements a
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@ -98,11 +92,10 @@ struct UnitState {
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// required to be 16-byte aligned.
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alignas(16) Math::Vec4<float24> input[16];
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alignas(16) Math::Vec4<float24> temporary[16];
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alignas(16) Math::Vec4<float24> output[16];
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} registers;
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static_assert(std::is_pod<Registers>::value, "Structure is not POD");
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OutputRegisters output_registers;
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bool conditional_code[2];
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// Two Address registers and one loop counter
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@ -128,7 +121,7 @@ struct UnitState {
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static size_t OutputOffset(const DestRegister& reg) {
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switch (reg.GetRegisterType()) {
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case RegisterType::Output:
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return offsetof(UnitState, output_registers.value) +
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return offsetof(UnitState, registers.output) +
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reg.GetIndex() * sizeof(Math::Vec4<float24>);
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case RegisterType::Temporary:
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@ -175,7 +175,7 @@ static void RunInterpreter(const ShaderSetup& setup, UnitState& state, DebugData
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float24* dest =
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(instr.common.dest.Value() < 0x10)
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? &state.output_registers.value[instr.common.dest.Value().GetIndex()][0]
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? &state.registers.output[instr.common.dest.Value().GetIndex()][0]
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: (instr.common.dest.Value() < 0x20)
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? &state.registers.temporary[instr.common.dest.Value().GetIndex()][0]
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: dummy_vec4_float24;
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@ -518,7 +518,7 @@ static void RunInterpreter(const ShaderSetup& setup, UnitState& state, DebugData
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float24* dest =
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(instr.mad.dest.Value() < 0x10)
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? &state.output_registers.value[instr.mad.dest.Value().GetIndex()][0]
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? &state.registers.output[instr.mad.dest.Value().GetIndex()][0]
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: (instr.mad.dest.Value() < 0x20)
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? &state.registers.temporary[instr.mad.dest.Value().GetIndex()][0]
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: dummy_vec4_float24;
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