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VideoCore: Consistently use shader configuration to load attributes
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fccb28d2e9
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@ -511,7 +511,7 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
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auto& shader_config = Pica::g_state.regs.vs;
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for (auto instr : shader_setup.program_code)
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info.code.push_back({instr});
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int num_attributes = Pica::g_state.regs.vertex_attributes.GetNumTotalAttributes();
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int num_attributes = shader_config.max_input_attribute_index + 1;
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for (auto pattern : shader_setup.swizzle_data)
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info.swizzle_info.push_back({pattern});
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@ -522,11 +522,11 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
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// Generate debug information
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Pica::Shader::InterpreterEngine shader_engine;
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shader_engine.SetupBatch(shader_setup, entry_point);
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debug_data = shader_engine.ProduceDebugInfo(shader_setup, input_vertex, num_attributes);
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debug_data = shader_engine.ProduceDebugInfo(shader_setup, input_vertex, shader_config);
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// Reload widget state
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for (int attr = 0; attr < num_attributes; ++attr) {
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unsigned source_attr = shader_config.input_register_map.GetRegisterForAttribute(attr);
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unsigned source_attr = shader_config.GetRegisterForAttribute(attr);
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input_data_mapping[attr]->setText(QString("-> v%1").arg(source_attr));
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input_data_container[attr]->setVisible(true);
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}
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@ -151,7 +151,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
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static_cast<void*>(&immediate_input));
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Shader::UnitState shader_unit;
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shader_unit.LoadInput(immediate_input, regs.vs.max_input_attribute_index + 1);
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shader_unit.LoadInput(regs.vs, immediate_input);
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shader_engine->Run(g_state.vs, shader_unit);
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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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@ -288,7 +288,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
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(void*)&input);
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shader_unit.LoadInput(input, loader.GetNumTotalAttributes());
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shader_unit.LoadInput(regs.vs, input);
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shader_engine->Run(g_state.vs, shader_unit);
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// Retrieve vertex from register data
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@ -1225,36 +1225,15 @@ struct Regs {
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// Offset to shader program entry point (in words)
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BitField<0, 16, u32> main_offset;
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union {
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BitField<0, 4, u64> attribute0_register;
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BitField<4, 4, u64> attribute1_register;
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BitField<8, 4, u64> attribute2_register;
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BitField<12, 4, u64> attribute3_register;
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BitField<16, 4, u64> attribute4_register;
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BitField<20, 4, u64> attribute5_register;
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BitField<24, 4, u64> attribute6_register;
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BitField<28, 4, u64> attribute7_register;
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BitField<32, 4, u64> attribute8_register;
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BitField<36, 4, u64> attribute9_register;
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BitField<40, 4, u64> attribute10_register;
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BitField<44, 4, u64> attribute11_register;
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BitField<48, 4, u64> attribute12_register;
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BitField<52, 4, u64> attribute13_register;
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BitField<56, 4, u64> attribute14_register;
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BitField<60, 4, u64> attribute15_register;
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/// Maps input attributes to registers. 4-bits per attribute, specifying a register index
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u32 input_attribute_to_register_map_low;
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u32 input_attribute_to_register_map_high;
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int GetRegisterForAttribute(int attribute_index) const {
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u64 fields[] = {
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attribute0_register, attribute1_register, attribute2_register,
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attribute3_register, attribute4_register, attribute5_register,
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attribute6_register, attribute7_register, attribute8_register,
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attribute9_register, attribute10_register, attribute11_register,
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attribute12_register, attribute13_register, attribute14_register,
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attribute15_register,
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};
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return (int)fields[attribute_index];
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}
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} input_register_map;
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unsigned int GetRegisterForAttribute(unsigned int attribute_index) const {
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u64 map = ((u64)input_attribute_to_register_map_high << 32) |
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(u64)input_attribute_to_register_map_low;
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return (map >> (attribute_index * 4)) & 0b1111;
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}
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BitField<0, 16, u32> output_mask;
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@ -71,12 +71,13 @@ OutputVertex OutputVertex::FromRegisters(Math::Vec4<float24> output_regs[16], co
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return ret;
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}
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void UnitState::LoadInput(const AttributeBuffer& input, int num_attributes) {
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// Setup input register table
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const auto& attribute_register_map = g_state.regs.vs.input_register_map;
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void UnitState::LoadInput(const Regs::ShaderConfig& config, const AttributeBuffer& input) {
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const unsigned max_attribute = config.max_input_attribute_index;
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for (int i = 0; i < num_attributes; i++)
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registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
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for (unsigned attr = 0; attr <= max_attribute; ++attr) {
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unsigned reg = config.GetRegisterForAttribute(attr);
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registers.input[reg] = input.attr[attr];
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}
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}
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MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
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@ -137,10 +137,10 @@ struct UnitState {
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/**
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* Loads the unit state with an input vertex.
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*
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* @param input Input vertex into the shader
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* @param num_attributes The number of vertex shader attributes to load
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* @param config Shader configuration registers corresponding to the unit.
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* @param input Attribute buffer to load into the input registers.
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*/
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void LoadInput(const AttributeBuffer& input, int num_attributes);
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void LoadInput(const Regs::ShaderConfig& config, const AttributeBuffer& input);
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};
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struct ShaderSetup {
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@ -669,13 +669,13 @@ void InterpreterEngine::Run(const ShaderSetup& setup, UnitState& state) const {
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DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup,
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const AttributeBuffer& input,
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int num_attributes) const {
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const Regs::ShaderConfig& config) const {
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UnitState state;
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DebugData<true> debug_data;
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// Setup input register table
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boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
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state.LoadInput(input, num_attributes);
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state.LoadInput(config, input);
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RunInterpreter(setup, state, debug_data, setup.engine_data.entry_point);
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return debug_data;
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}
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@ -19,12 +19,11 @@ public:
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/**
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* Produce debug information based on the given shader and input vertex
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* @param input Input vertex into the shader
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* @param num_attributes The number of vertex shader attributes
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* @param config Configuration object for the shader pipeline
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* @return Debug information for this shader with regards to the given vertex
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*/
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DebugData<true> ProduceDebugInfo(const ShaderSetup& setup, const AttributeBuffer& input,
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int num_attributes) const;
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const Regs::ShaderConfig& config) const;
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};
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} // namespace
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