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VideoCore/Shader: Extract input vertex loading code into function

This commit is contained in:
Yuri Kunde Schlesner 2016-12-16 21:41:38 -08:00
parent 3feb3ce283
commit 34d581f2dc
3 changed files with 26 additions and 22 deletions

View File

@ -149,7 +149,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
if (g_debug_context) if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
static_cast<void*>(&immediate_input)); static_cast<void*>(&immediate_input));
g_state.vs.Run(shader_unit, immediate_input, regs.vs.num_input_attributes + 1); shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
g_state.vs.Run(shader_unit);
Shader::OutputVertex output_vertex = Shader::OutputVertex output_vertex =
shader_unit.output_registers.ToVertex(regs.vs); shader_unit.output_registers.ToVertex(regs.vs);
@ -283,7 +284,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
if (g_debug_context) if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
(void*)&input); (void*)&input);
g_state.vs.Run(shader_unit, input, loader.GetNumTotalAttributes()); shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes());
g_state.vs.Run(shader_unit);
// Retrieve vertex from register data // Retrieve vertex from register data
output_vertex = shader_unit.output_registers.ToVertex(regs.vs); output_vertex = shader_unit.output_registers.ToVertex(regs.vs);

View File

@ -76,6 +76,17 @@ OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) const {
return ret; return ret;
} }
void UnitState::LoadInputVertex(const InputVertex& input, int num_attributes) {
// Setup input register table
const auto& attribute_register_map = g_state.regs.vs.input_register_map;
for (int i = 0; i < num_attributes; i++)
registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
conditional_code[0] = false;
conditional_code[1] = false;
}
#ifdef ARCHITECTURE_x86_64 #ifdef ARCHITECTURE_x86_64
static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map; static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map;
static const JitShader* jit_shader; static const JitShader* jit_shader;
@ -109,21 +120,12 @@ void ShaderSetup::Setup() {
MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240)); MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
void ShaderSetup::Run(UnitState& state, const InputVertex& input, int num_attributes) { void ShaderSetup::Run(UnitState& state) {
auto& config = g_state.regs.vs; auto& config = g_state.regs.vs;
auto& setup = g_state.vs; auto& setup = g_state.vs;
MICROPROFILE_SCOPE(GPU_Shader); MICROPROFILE_SCOPE(GPU_Shader);
// Setup input register table
const auto& attribute_register_map = config.input_register_map;
for (int i = 0; i < num_attributes; i++)
state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
state.conditional_code[0] = false;
state.conditional_code[1] = false;
#ifdef ARCHITECTURE_x86_64 #ifdef ARCHITECTURE_x86_64
if (VideoCore::g_shader_jit_enabled) { if (VideoCore::g_shader_jit_enabled) {
jit_shader->Run(setup, state, config.main_offset); jit_shader->Run(setup, state, config.main_offset);
@ -145,13 +147,7 @@ DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_
// Setup input register table // Setup input register table
boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero())); boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
const auto& attribute_register_map = config.input_register_map; state.LoadInputVertex(input, num_attributes);
for (int i = 0; i < num_attributes; i++)
state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
state.conditional_code[0] = false;
state.conditional_code[1] = false;
RunInterpreter(setup, state, debug_data, config.main_offset); RunInterpreter(setup, state, debug_data, config.main_offset);
return debug_data; return debug_data;
} }

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@ -142,6 +142,14 @@ struct UnitState {
return 0; return 0;
} }
} }
/**
* Loads the unit state with an input vertex.
*
* @param input Input vertex into the shader
* @param num_attributes The number of vertex shader attributes to load
*/
void LoadInputVertex(const InputVertex& input, int num_attributes);
}; };
/// Clears the shader cache /// Clears the shader cache
@ -182,10 +190,8 @@ struct ShaderSetup {
/** /**
* Runs the currently setup shader * Runs the currently setup shader
* @param state Shader unit state, must be setup per shader and per shader unit * @param state Shader unit state, must be setup per shader and per shader unit
* @param input Input vertex into the shader
* @param num_attributes The number of vertex shader attributes
*/ */
void Run(UnitState& state, const InputVertex& input, int num_attributes); void Run(UnitState& state);
/** /**
* Produce debug information based on the given shader and input vertex * Produce debug information based on the given shader and input vertex