Merge pull request #695 from Subv/crash_f
GPU: Implemented default vertex shader attributes.
This commit is contained in:
commit
337f1e1b96
|
@ -27,6 +27,10 @@ static int float_regs_counter = 0;
|
||||||
|
|
||||||
static u32 uniform_write_buffer[4];
|
static u32 uniform_write_buffer[4];
|
||||||
|
|
||||||
|
static int default_attr_counter = 0;
|
||||||
|
|
||||||
|
static u32 default_attr_write_buffer[3];
|
||||||
|
|
||||||
Common::Profiling::TimingCategory category_drawing("Drawing");
|
Common::Profiling::TimingCategory category_drawing("Drawing");
|
||||||
|
|
||||||
static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
|
static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
|
@ -71,12 +75,9 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
u32 vertex_attribute_sources[16];
|
u32 vertex_attribute_sources[16];
|
||||||
boost::fill(vertex_attribute_sources, 0xdeadbeef);
|
boost::fill(vertex_attribute_sources, 0xdeadbeef);
|
||||||
u32 vertex_attribute_strides[16];
|
u32 vertex_attribute_strides[16];
|
||||||
u32 vertex_attribute_formats[16];
|
Regs::VertexAttributeFormat vertex_attribute_formats[16];
|
||||||
|
|
||||||
// HACK: Initialize vertex_attribute_elements to zero to prevent infinite loops below.
|
u32 vertex_attribute_elements[16];
|
||||||
// This is one of the hacks required to deal with uninitalized vertex attributes.
|
|
||||||
// TODO: Fix this properly.
|
|
||||||
u32 vertex_attribute_elements[16] = {};
|
|
||||||
u32 vertex_attribute_element_size[16];
|
u32 vertex_attribute_element_size[16];
|
||||||
|
|
||||||
// Setup attribute data from loaders
|
// Setup attribute data from loaders
|
||||||
|
@ -90,7 +91,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
u32 attribute_index = loader_config.GetComponent(component);
|
u32 attribute_index = loader_config.GetComponent(component);
|
||||||
vertex_attribute_sources[attribute_index] = load_address;
|
vertex_attribute_sources[attribute_index] = load_address;
|
||||||
vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count);
|
vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count);
|
||||||
vertex_attribute_formats[attribute_index] = static_cast<u32>(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] = attribute_config.GetElementSizeInBytes(attribute_index);
|
vertex_attribute_element_size[attribute_index] = attribute_config.GetElementSizeInBytes(attribute_index);
|
||||||
load_address += attribute_config.GetStride(attribute_index);
|
load_address += attribute_config.GetStride(attribute_index);
|
||||||
|
@ -126,19 +127,21 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
input.attr[0].w = debug_token;
|
input.attr[0].w = debug_token;
|
||||||
|
|
||||||
for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
|
for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
|
||||||
|
if (attribute_config.IsDefaultAttribute(i)) {
|
||||||
|
input.attr[i] = VertexShader::GetDefaultAttribute(i);
|
||||||
|
LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
|
||||||
|
i, vertex, index,
|
||||||
|
input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
|
||||||
|
input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
|
||||||
|
} else {
|
||||||
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
|
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
|
||||||
const u8* srcdata = Memory::GetPointer(PAddrToVAddr(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]));
|
const u8* srcdata = Memory::GetPointer(PAddrToVAddr(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]));
|
||||||
|
|
||||||
// TODO(neobrain): Ocarina of Time 3D has GetNumTotalAttributes return 8,
|
const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata :
|
||||||
// yet only provides 2 valid source data addresses. Need to figure out
|
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata :
|
||||||
// what's wrong there, until then we just continue when address lookup fails
|
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata :
|
||||||
if (srcdata == nullptr)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
const float srcval = (vertex_attribute_formats[i] == 0) ? *(s8*)srcdata :
|
|
||||||
(vertex_attribute_formats[i] == 1) ? *(u8*)srcdata :
|
|
||||||
(vertex_attribute_formats[i] == 2) ? *(s16*)srcdata :
|
|
||||||
*(float*)srcdata;
|
*(float*)srcdata;
|
||||||
|
|
||||||
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%08lx + 0x%04lx: %f",
|
LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f",
|
||||||
comp, i, vertex, index,
|
comp, i, vertex, index,
|
||||||
|
@ -148,6 +151,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
input.attr[i][comp].ToFloat32());
|
input.attr[i][comp].ToFloat32());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// HACK: Some games do not initialize the vertex position's w component. This leads
|
// HACK: Some games do not initialize the vertex position's w component. This leads
|
||||||
// to critical issues since it messes up perspective division. As a
|
// to critical issues since it messes up perspective division. As a
|
||||||
|
@ -224,7 +228,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
// it directly write the values?
|
// it directly write the values?
|
||||||
uniform_write_buffer[float_regs_counter++] = value;
|
uniform_write_buffer[float_regs_counter++] = value;
|
||||||
|
|
||||||
// Uniforms are written in a packed format such that 4 float24 values are encoded in
|
// Uniforms are written in a packed format such that four float24 values are encoded in
|
||||||
// three 32-bit numbers. We write to internal memory once a full such vector is
|
// three 32-bit numbers. We write to internal memory once a full such vector is
|
||||||
// written.
|
// written.
|
||||||
if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
|
if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
|
||||||
|
@ -260,6 +264,46 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Load default vertex input attributes
|
||||||
|
case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[0], 0x233):
|
||||||
|
case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[1], 0x234):
|
||||||
|
case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[2], 0x235):
|
||||||
|
{
|
||||||
|
// TODO: Does actual hardware indeed keep an intermediate buffer or does
|
||||||
|
// it directly write the values?
|
||||||
|
default_attr_write_buffer[default_attr_counter++] = value;
|
||||||
|
|
||||||
|
// Default attributes are written in a packed format such that four float24 values are encoded in
|
||||||
|
// three 32-bit numbers. We write to internal memory once a full such vector is
|
||||||
|
// written.
|
||||||
|
if (default_attr_counter >= 3) {
|
||||||
|
default_attr_counter = 0;
|
||||||
|
|
||||||
|
auto& setup = registers.vs_default_attributes_setup;
|
||||||
|
|
||||||
|
if (setup.index >= 16) {
|
||||||
|
LOG_ERROR(HW_GPU, "Invalid VS default attribute index %d", (int)setup.index);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
Math::Vec4<float24>& attribute = VertexShader::GetDefaultAttribute(setup.index);
|
||||||
|
|
||||||
|
// NOTE: The destination component order indeed is "backwards"
|
||||||
|
attribute.w = float24::FromRawFloat24(default_attr_write_buffer[0] >> 8);
|
||||||
|
attribute.z = float24::FromRawFloat24(((default_attr_write_buffer[0] & 0xFF) << 16) | ((default_attr_write_buffer[1] >> 16) & 0xFFFF));
|
||||||
|
attribute.y = float24::FromRawFloat24(((default_attr_write_buffer[1] & 0xFFFF) << 8) | ((default_attr_write_buffer[2] >> 24) & 0xFF));
|
||||||
|
attribute.x = float24::FromRawFloat24(default_attr_write_buffer[2] & 0xFFFFFF);
|
||||||
|
|
||||||
|
LOG_TRACE(HW_GPU, "Set default VS attribute %x to (%f %f %f %f)", (int)setup.index,
|
||||||
|
attribute.x.ToFloat32(), attribute.y.ToFloat32(), attribute.z.ToFloat32(),
|
||||||
|
attribute.w.ToFloat32());
|
||||||
|
|
||||||
|
// TODO: Verify that this actually modifies the register!
|
||||||
|
setup.index = setup.index + 1;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
// Load shader program code
|
// Load shader program code
|
||||||
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[0], 0x2cc):
|
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[0], 0x2cc):
|
||||||
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[1], 0x2cd):
|
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[1], 0x2cd):
|
||||||
|
|
|
@ -489,14 +489,14 @@ struct Regs {
|
||||||
|
|
||||||
INSERT_PADDING_WORDS(0xe0);
|
INSERT_PADDING_WORDS(0xe0);
|
||||||
|
|
||||||
struct {
|
enum class VertexAttributeFormat : u64 {
|
||||||
enum class Format : u64 {
|
|
||||||
BYTE = 0,
|
BYTE = 0,
|
||||||
UBYTE = 1,
|
UBYTE = 1,
|
||||||
SHORT = 2,
|
SHORT = 2,
|
||||||
FLOAT = 3,
|
FLOAT = 3,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct {
|
||||||
BitField<0, 29, u32> base_address;
|
BitField<0, 29, u32> base_address;
|
||||||
|
|
||||||
u32 GetPhysicalBaseAddress() const {
|
u32 GetPhysicalBaseAddress() const {
|
||||||
|
@ -505,29 +505,29 @@ struct Regs {
|
||||||
|
|
||||||
// Descriptor for internal vertex attributes
|
// Descriptor for internal vertex attributes
|
||||||
union {
|
union {
|
||||||
BitField< 0, 2, Format> format0; // size of one element
|
BitField< 0, 2, VertexAttributeFormat> format0; // size of one element
|
||||||
BitField< 2, 2, u64> size0; // number of elements minus 1
|
BitField< 2, 2, u64> size0; // number of elements minus 1
|
||||||
BitField< 4, 2, Format> format1;
|
BitField< 4, 2, VertexAttributeFormat> format1;
|
||||||
BitField< 6, 2, u64> size1;
|
BitField< 6, 2, u64> size1;
|
||||||
BitField< 8, 2, Format> format2;
|
BitField< 8, 2, VertexAttributeFormat> format2;
|
||||||
BitField<10, 2, u64> size2;
|
BitField<10, 2, u64> size2;
|
||||||
BitField<12, 2, Format> format3;
|
BitField<12, 2, VertexAttributeFormat> format3;
|
||||||
BitField<14, 2, u64> size3;
|
BitField<14, 2, u64> size3;
|
||||||
BitField<16, 2, Format> format4;
|
BitField<16, 2, VertexAttributeFormat> format4;
|
||||||
BitField<18, 2, u64> size4;
|
BitField<18, 2, u64> size4;
|
||||||
BitField<20, 2, Format> format5;
|
BitField<20, 2, VertexAttributeFormat> format5;
|
||||||
BitField<22, 2, u64> size5;
|
BitField<22, 2, u64> size5;
|
||||||
BitField<24, 2, Format> format6;
|
BitField<24, 2, VertexAttributeFormat> format6;
|
||||||
BitField<26, 2, u64> size6;
|
BitField<26, 2, u64> size6;
|
||||||
BitField<28, 2, Format> format7;
|
BitField<28, 2, VertexAttributeFormat> format7;
|
||||||
BitField<30, 2, u64> size7;
|
BitField<30, 2, u64> size7;
|
||||||
BitField<32, 2, Format> format8;
|
BitField<32, 2, VertexAttributeFormat> format8;
|
||||||
BitField<34, 2, u64> size8;
|
BitField<34, 2, u64> size8;
|
||||||
BitField<36, 2, Format> format9;
|
BitField<36, 2, VertexAttributeFormat> format9;
|
||||||
BitField<38, 2, u64> size9;
|
BitField<38, 2, u64> size9;
|
||||||
BitField<40, 2, Format> format10;
|
BitField<40, 2, VertexAttributeFormat> format10;
|
||||||
BitField<42, 2, u64> size10;
|
BitField<42, 2, u64> size10;
|
||||||
BitField<44, 2, Format> format11;
|
BitField<44, 2, VertexAttributeFormat> format11;
|
||||||
BitField<46, 2, u64> size11;
|
BitField<46, 2, u64> size11;
|
||||||
|
|
||||||
BitField<48, 12, u64> attribute_mask;
|
BitField<48, 12, u64> attribute_mask;
|
||||||
|
@ -536,8 +536,8 @@ struct Regs {
|
||||||
BitField<60, 4, u64> num_extra_attributes;
|
BitField<60, 4, u64> num_extra_attributes;
|
||||||
};
|
};
|
||||||
|
|
||||||
inline Format GetFormat(int n) const {
|
inline VertexAttributeFormat GetFormat(int n) const {
|
||||||
Format formats[] = {
|
VertexAttributeFormat formats[] = {
|
||||||
format0, format1, format2, format3,
|
format0, format1, format2, format3,
|
||||||
format4, format5, format6, format7,
|
format4, format5, format6, format7,
|
||||||
format8, format9, format10, format11
|
format8, format9, format10, format11
|
||||||
|
@ -555,14 +555,18 @@ struct Regs {
|
||||||
}
|
}
|
||||||
|
|
||||||
inline int GetElementSizeInBytes(int n) const {
|
inline int GetElementSizeInBytes(int n) const {
|
||||||
return (GetFormat(n) == Format::FLOAT) ? 4 :
|
return (GetFormat(n) == VertexAttributeFormat::FLOAT) ? 4 :
|
||||||
(GetFormat(n) == Format::SHORT) ? 2 : 1;
|
(GetFormat(n) == VertexAttributeFormat::SHORT) ? 2 : 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
inline int GetStride(int n) const {
|
inline int GetStride(int n) const {
|
||||||
return GetNumElements(n) * GetElementSizeInBytes(n);
|
return GetNumElements(n) * GetElementSizeInBytes(n);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
inline bool IsDefaultAttribute(int id) const {
|
||||||
|
return (id >= 12) || (attribute_mask & (1 << id)) != 0;
|
||||||
|
}
|
||||||
|
|
||||||
inline int GetNumTotalAttributes() const {
|
inline int GetNumTotalAttributes() const {
|
||||||
return (int)num_extra_attributes+1;
|
return (int)num_extra_attributes+1;
|
||||||
}
|
}
|
||||||
|
@ -625,7 +629,18 @@ struct Regs {
|
||||||
u32 trigger_draw;
|
u32 trigger_draw;
|
||||||
u32 trigger_draw_indexed;
|
u32 trigger_draw_indexed;
|
||||||
|
|
||||||
INSERT_PADDING_WORDS(0x2e);
|
INSERT_PADDING_WORDS(0x2);
|
||||||
|
|
||||||
|
// These registers are used to setup the default "fall-back" vertex shader attributes
|
||||||
|
struct {
|
||||||
|
// Index of the current default attribute
|
||||||
|
u32 index;
|
||||||
|
|
||||||
|
// Writing to these registers sets the "current" default attribute.
|
||||||
|
u32 set_value[3];
|
||||||
|
} vs_default_attributes_setup;
|
||||||
|
|
||||||
|
INSERT_PADDING_WORDS(0x28);
|
||||||
|
|
||||||
enum class TriangleTopology : u32 {
|
enum class TriangleTopology : u32 {
|
||||||
List = 0,
|
List = 0,
|
||||||
|
@ -669,7 +684,7 @@ struct Regs {
|
||||||
BitField<56, 4, u64> attribute14_register;
|
BitField<56, 4, u64> attribute14_register;
|
||||||
BitField<60, 4, u64> attribute15_register;
|
BitField<60, 4, u64> attribute15_register;
|
||||||
|
|
||||||
int GetRegisterForAttribute(int attribute_index) {
|
int GetRegisterForAttribute(int attribute_index) const {
|
||||||
u64 fields[] = {
|
u64 fields[] = {
|
||||||
attribute0_register, attribute1_register, attribute2_register, attribute3_register,
|
attribute0_register, attribute1_register, attribute2_register, attribute3_register,
|
||||||
attribute4_register, attribute5_register, attribute6_register, attribute7_register,
|
attribute4_register, attribute5_register, attribute6_register, attribute7_register,
|
||||||
|
@ -775,6 +790,7 @@ struct Regs {
|
||||||
ADD_FIELD(num_vertices);
|
ADD_FIELD(num_vertices);
|
||||||
ADD_FIELD(trigger_draw);
|
ADD_FIELD(trigger_draw);
|
||||||
ADD_FIELD(trigger_draw_indexed);
|
ADD_FIELD(trigger_draw_indexed);
|
||||||
|
ADD_FIELD(vs_default_attributes_setup);
|
||||||
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_int_uniforms);
|
||||||
|
@ -849,6 +865,7 @@ ASSERT_REG_POSITION(index_array, 0x227);
|
||||||
ASSERT_REG_POSITION(num_vertices, 0x228);
|
ASSERT_REG_POSITION(num_vertices, 0x228);
|
||||||
ASSERT_REG_POSITION(trigger_draw, 0x22e);
|
ASSERT_REG_POSITION(trigger_draw, 0x22e);
|
||||||
ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
|
ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
|
||||||
|
ASSERT_REG_POSITION(vs_default_attributes_setup, 0x232);
|
||||||
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_int_uniforms, 0x2b1);
|
||||||
|
|
|
@ -35,6 +35,8 @@ static struct {
|
||||||
std::array<Math::Vec4<u8>,4> i;
|
std::array<Math::Vec4<u8>,4> i;
|
||||||
} shader_uniforms;
|
} shader_uniforms;
|
||||||
|
|
||||||
|
static Math::Vec4<float24> vs_default_attributes[16];
|
||||||
|
|
||||||
// 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!
|
||||||
// For now, we just keep these local arrays around.
|
// For now, we just keep these local arrays around.
|
||||||
static std::array<u32, 1024> shader_memory;
|
static std::array<u32, 1024> shader_memory;
|
||||||
|
@ -60,6 +62,10 @@ Math::Vec4<u8>& GetIntUniform(u32 index) {
|
||||||
return shader_uniforms.i[index];
|
return shader_uniforms.i[index];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Math::Vec4<float24>& GetDefaultAttribute(u32 index) {
|
||||||
|
return vs_default_attributes[index];
|
||||||
|
}
|
||||||
|
|
||||||
const std::array<u32, 1024>& GetShaderBinary() {
|
const std::array<u32, 1024>& GetShaderBinary() {
|
||||||
return shader_memory;
|
return shader_memory;
|
||||||
}
|
}
|
||||||
|
@ -568,22 +574,23 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes) {
|
||||||
const auto& attribute_register_map = registers.vs_input_register_map;
|
const auto& attribute_register_map = registers.vs_input_register_map;
|
||||||
float24 dummy_register;
|
float24 dummy_register;
|
||||||
boost::fill(state.input_register_table, &dummy_register);
|
boost::fill(state.input_register_table, &dummy_register);
|
||||||
if(num_attributes > 0) state.input_register_table[attribute_register_map.attribute0_register] = &input.attr[0].x;
|
|
||||||
if(num_attributes > 1) state.input_register_table[attribute_register_map.attribute1_register] = &input.attr[1].x;
|
if (num_attributes > 0) state.input_register_table[attribute_register_map.attribute0_register] = &input.attr[0].x;
|
||||||
if(num_attributes > 2) state.input_register_table[attribute_register_map.attribute2_register] = &input.attr[2].x;
|
if (num_attributes > 1) state.input_register_table[attribute_register_map.attribute1_register] = &input.attr[1].x;
|
||||||
if(num_attributes > 3) state.input_register_table[attribute_register_map.attribute3_register] = &input.attr[3].x;
|
if (num_attributes > 2) state.input_register_table[attribute_register_map.attribute2_register] = &input.attr[2].x;
|
||||||
if(num_attributes > 4) state.input_register_table[attribute_register_map.attribute4_register] = &input.attr[4].x;
|
if (num_attributes > 3) state.input_register_table[attribute_register_map.attribute3_register] = &input.attr[3].x;
|
||||||
if(num_attributes > 5) state.input_register_table[attribute_register_map.attribute5_register] = &input.attr[5].x;
|
if (num_attributes > 4) state.input_register_table[attribute_register_map.attribute4_register] = &input.attr[4].x;
|
||||||
if(num_attributes > 6) state.input_register_table[attribute_register_map.attribute6_register] = &input.attr[6].x;
|
if (num_attributes > 5) state.input_register_table[attribute_register_map.attribute5_register] = &input.attr[5].x;
|
||||||
if(num_attributes > 7) state.input_register_table[attribute_register_map.attribute7_register] = &input.attr[7].x;
|
if (num_attributes > 6) state.input_register_table[attribute_register_map.attribute6_register] = &input.attr[6].x;
|
||||||
if(num_attributes > 8) state.input_register_table[attribute_register_map.attribute8_register] = &input.attr[8].x;
|
if (num_attributes > 7) state.input_register_table[attribute_register_map.attribute7_register] = &input.attr[7].x;
|
||||||
if(num_attributes > 9) state.input_register_table[attribute_register_map.attribute9_register] = &input.attr[9].x;
|
if (num_attributes > 8) state.input_register_table[attribute_register_map.attribute8_register] = &input.attr[8].x;
|
||||||
if(num_attributes > 10) state.input_register_table[attribute_register_map.attribute10_register] = &input.attr[10].x;
|
if (num_attributes > 9) state.input_register_table[attribute_register_map.attribute9_register] = &input.attr[9].x;
|
||||||
if(num_attributes > 11) state.input_register_table[attribute_register_map.attribute11_register] = &input.attr[11].x;
|
if (num_attributes > 10) state.input_register_table[attribute_register_map.attribute10_register] = &input.attr[10].x;
|
||||||
if(num_attributes > 12) state.input_register_table[attribute_register_map.attribute12_register] = &input.attr[12].x;
|
if (num_attributes > 11) state.input_register_table[attribute_register_map.attribute11_register] = &input.attr[11].x;
|
||||||
if(num_attributes > 13) state.input_register_table[attribute_register_map.attribute13_register] = &input.attr[13].x;
|
if (num_attributes > 12) state.input_register_table[attribute_register_map.attribute12_register] = &input.attr[12].x;
|
||||||
if(num_attributes > 14) state.input_register_table[attribute_register_map.attribute14_register] = &input.attr[14].x;
|
if (num_attributes > 13) state.input_register_table[attribute_register_map.attribute13_register] = &input.attr[13].x;
|
||||||
if(num_attributes > 15) state.input_register_table[attribute_register_map.attribute15_register] = &input.attr[15].x;
|
if (num_attributes > 14) state.input_register_table[attribute_register_map.attribute14_register] = &input.attr[14].x;
|
||||||
|
if (num_attributes > 15) state.input_register_table[attribute_register_map.attribute15_register] = &input.attr[15].x;
|
||||||
|
|
||||||
state.conditional_code[0] = false;
|
state.conditional_code[0] = false;
|
||||||
state.conditional_code[1] = false;
|
state.conditional_code[1] = false;
|
||||||
|
|
|
@ -74,6 +74,7 @@ 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);
|
Math::Vec4<u8>& GetIntUniform(u32 index);
|
||||||
|
Math::Vec4<float24>& GetDefaultAttribute(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();
|
||||||
|
|
Reference in New Issue