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pica_core: Propogate vertex uniforms to geometry setup when not in exclusive mode (#7367)

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GPUCode 2024-01-24 04:47:08 +02:00 committed by GitHub
parent eddc4a029c
commit 549fdd0736
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3 changed files with 22 additions and 7 deletions

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@ -256,6 +256,10 @@ void PicaCore::WriteInternalReg(u32 id, u32 value, u32 mask) {
case PICA_REG_INDEX(vs.bool_uniforms): case PICA_REG_INDEX(vs.bool_uniforms):
vs_setup.WriteUniformBoolReg(regs.internal.vs.bool_uniforms.Value()); vs_setup.WriteUniformBoolReg(regs.internal.vs.bool_uniforms.Value());
if (!regs.internal.pipeline.gs_unit_exclusive_configuration &&
regs.internal.pipeline.use_gs == PipelineRegs::UseGS::No) {
gs_setup.WriteUniformBoolReg(regs.internal.vs.bool_uniforms.Value());
}
break; break;
case PICA_REG_INDEX(vs.int_uniforms[0]): case PICA_REG_INDEX(vs.int_uniforms[0]):
@ -264,6 +268,10 @@ void PicaCore::WriteInternalReg(u32 id, u32 value, u32 mask) {
case PICA_REG_INDEX(vs.int_uniforms[3]): { case PICA_REG_INDEX(vs.int_uniforms[3]): {
const u32 index = (id - PICA_REG_INDEX(vs.int_uniforms[0])); const u32 index = (id - PICA_REG_INDEX(vs.int_uniforms[0]));
vs_setup.WriteUniformIntReg(index, regs.internal.vs.GetIntUniform(index)); vs_setup.WriteUniformIntReg(index, regs.internal.vs.GetIntUniform(index));
if (!regs.internal.pipeline.gs_unit_exclusive_configuration &&
regs.internal.pipeline.use_gs == PipelineRegs::UseGS::No) {
gs_setup.WriteUniformIntReg(index, regs.internal.vs.GetIntUniform(index));
}
break; break;
} }
@ -275,7 +283,11 @@ void PicaCore::WriteInternalReg(u32 id, u32 value, u32 mask) {
case PICA_REG_INDEX(vs.uniform_setup.set_value[5]): case PICA_REG_INDEX(vs.uniform_setup.set_value[5]):
case PICA_REG_INDEX(vs.uniform_setup.set_value[6]): case PICA_REG_INDEX(vs.uniform_setup.set_value[6]):
case PICA_REG_INDEX(vs.uniform_setup.set_value[7]): { case PICA_REG_INDEX(vs.uniform_setup.set_value[7]): {
vs_setup.WriteUniformFloatReg(regs.internal.vs, value); const auto index = vs_setup.WriteUniformFloatReg(regs.internal.vs, value);
if (!regs.internal.pipeline.gs_unit_exclusive_configuration &&
regs.internal.pipeline.use_gs == PipelineRegs::UseGS::No && index) {
gs_setup.uniforms.f[index.value()] = vs_setup.uniforms.f[index.value()];
}
break; break;
} }

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@ -27,21 +27,23 @@ void ShaderSetup::WriteUniformIntReg(u32 index, const Common::Vec4<u8> values) {
uniforms.i[index] = values; uniforms.i[index] = values;
} }
void ShaderSetup::WriteUniformFloatReg(ShaderRegs& config, u32 value) { std::optional<u32> ShaderSetup::WriteUniformFloatReg(ShaderRegs& config, u32 value) {
auto& uniform_setup = config.uniform_setup; auto& uniform_setup = config.uniform_setup;
const bool is_float32 = uniform_setup.IsFloat32(); const bool is_float32 = uniform_setup.IsFloat32();
if (!uniform_queue.Push(value, is_float32)) { if (!uniform_queue.Push(value, is_float32)) {
return; return std::nullopt;
} }
const auto uniform = uniform_queue.Get(is_float32); const auto uniform = uniform_queue.Get(is_float32);
if (uniform_setup.index >= uniforms.f.size()) { if (uniform_setup.index >= uniforms.f.size()) {
LOG_ERROR(HW_GPU, "Invalid float uniform index {}", uniform_setup.index.Value()); LOG_ERROR(HW_GPU, "Invalid float uniform index {}", uniform_setup.index.Value());
return; return std::nullopt;
} }
uniforms.f[uniform_setup.index] = uniform; const u32 index = uniform_setup.index.Value();
uniform_setup.index.Assign(uniform_setup.index + 1); uniforms.f[index] = uniform;
uniform_setup.index.Assign(index + 1);
return index;
} }
u64 ShaderSetup::GetProgramCodeHash() { u64 ShaderSetup::GetProgramCodeHash() {

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@ -4,6 +4,7 @@
#pragma once #pragma once
#include <optional>
#include "common/vector_math.h" #include "common/vector_math.h"
#include "video_core/pica/packed_attribute.h" #include "video_core/pica/packed_attribute.h"
#include "video_core/pica_types.h" #include "video_core/pica_types.h"
@ -58,7 +59,7 @@ public:
void WriteUniformIntReg(u32 index, const Common::Vec4<u8> values); void WriteUniformIntReg(u32 index, const Common::Vec4<u8> values);
void WriteUniformFloatReg(ShaderRegs& config, u32 value); std::optional<u32> WriteUniformFloatReg(ShaderRegs& config, u32 value);
u64 GetProgramCodeHash(); u64 GetProgramCodeHash();