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Remove late accesses to attribute_config

This commit is contained in:
Henrik Rydgard 2016-04-28 18:07:34 +02:00
parent 0964a3ff53
commit 0cf15f64ef
1 changed files with 7 additions and 5 deletions

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@ -198,6 +198,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
const auto& attribute_config = regs.vertex_attributes; const auto& attribute_config = regs.vertex_attributes;
const u32 base_address = attribute_config.GetPhysicalBaseAddress(); const u32 base_address = attribute_config.GetPhysicalBaseAddress();
int num_total_attributes = attribute_config.GetNumTotalAttributes();
// Information about internal vertex attributes // Information about internal vertex attributes
u32 vertex_attribute_sources[16]; u32 vertex_attribute_sources[16];
@ -207,7 +208,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
u32 vertex_attribute_elements[16] = {}; u32 vertex_attribute_elements[16] = {};
u32 vertex_attribute_element_size[16] = {}; u32 vertex_attribute_element_size[16] = {};
bool vertex_attribute_default[16] = {};
// Setup attribute data from loaders // Setup attribute data from loaders
for (int loader = 0; loader < 12; ++loader) { for (int loader = 0; loader < 12; ++loader) {
const auto& loader_config = attribute_config.attribute_loaders[loader]; const auto& loader_config = attribute_config.attribute_loaders[loader];
@ -230,6 +231,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
vertex_attribute_formats[attribute_index] = attribute_config.GetFormat(attribute_index); vertex_attribute_formats[attribute_index] = attribute_config.GetFormat(attribute_index);
vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index); vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index);
vertex_attribute_element_size[attribute_index] = element_size; vertex_attribute_element_size[attribute_index] = element_size;
vertex_attribute_default[attribute_index] = attribute_config.IsDefaultAttribute(attribute_index);
offset += attribute_config.GetStride(attribute_index); offset += attribute_config.GetStride(attribute_index);
} else if (attribute_index < 16) { } else if (attribute_index < 16) {
// Attribute ids 12, 13, 14 and 15 signify 4, 8, 12 and 16-byte paddings, respectively // Attribute ids 12, 13, 14 and 15 signify 4, 8, 12 and 16-byte paddings, respectively
@ -333,7 +335,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
// Initialize data for the current vertex // Initialize data for the current vertex
Shader::InputVertex input; Shader::InputVertex input;
for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) { for (int i = 0; i < num_total_attributes; ++i) {
if (vertex_attribute_elements[i] != 0) { if (vertex_attribute_elements[i] != 0) {
// Default attribute values set if array elements have < 4 components. This // Default attribute values set if array elements have < 4 components. This
// is *not* carried over from the default attribute settings even if they're // is *not* carried over from the default attribute settings even if they're
@ -362,12 +364,12 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
input.attr[i][comp] = float24::FromFloat32(srcval); input.attr[i][comp] = float24::FromFloat32(srcval);
LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08x + 0x%04x: %f", LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08x + 0x%04x: %f",
comp, i, vertex, index, comp, i, vertex, index,
attribute_config.GetPhysicalBaseAddress(), base_address,
vertex_attribute_sources[i] - base_address, vertex_attribute_sources[i] - base_address,
vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i], vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
input.attr[i][comp].ToFloat32()); input.attr[i][comp].ToFloat32());
} }
} else if (attribute_config.IsDefaultAttribute(i)) { } else if (vertex_attribute_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)",
@ -385,7 +387,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input); g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
// Send to vertex shader // Send to vertex shader
output = Shader::Run(shader_unit, input, attribute_config.GetNumTotalAttributes()); output = Shader::Run(shader_unit, input, num_total_attributes);
if (is_indexed) { if (is_indexed) {
vertex_cache[vertex_cache_pos] = output; vertex_cache[vertex_cache_pos] = output;