mirror of
https://git.h3cjp.net/H3cJP/yuzu.git
synced 2024-11-14 12:13:00 +00:00
Merge pull request #593 from Subv/search_problem
Pica/VertexShader: Fixed LOOP with more than one iteration.
This commit is contained in:
commit
34f21334ad
|
@ -90,6 +90,7 @@ struct VertexShaderState {
|
||||||
u8 repeat_counter; // How often to repeat until this call stack element is removed
|
u8 repeat_counter; // How often to repeat until this call stack element is removed
|
||||||
u8 loop_increment; // Which value to add to the loop counter after an iteration
|
u8 loop_increment; // Which value to add to the loop counter after an iteration
|
||||||
// TODO: Should this be a signed value? Does it even matter?
|
// TODO: Should this be a signed value? Does it even matter?
|
||||||
|
u32 loop_address; // The address where we'll return to after each loop iteration
|
||||||
};
|
};
|
||||||
|
|
||||||
// TODO: Is there a maximal size for this?
|
// TODO: Is there a maximal size for this?
|
||||||
|
@ -115,6 +116,8 @@ static void ProcessShaderCode(VertexShaderState& state) {
|
||||||
if (top.repeat_counter-- == 0) {
|
if (top.repeat_counter-- == 0) {
|
||||||
state.program_counter = &shader_memory[top.return_address];
|
state.program_counter = &shader_memory[top.return_address];
|
||||||
state.call_stack.pop();
|
state.call_stack.pop();
|
||||||
|
} else {
|
||||||
|
state.program_counter = &shader_memory[top.loop_address];
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO: Is "trying again" accurate to hardware?
|
// TODO: Is "trying again" accurate to hardware?
|
||||||
|
@ -129,7 +132,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
|
||||||
static auto call = [](VertexShaderState& state, u32 offset, u32 num_instructions,
|
static auto call = [](VertexShaderState& state, u32 offset, u32 num_instructions,
|
||||||
u32 return_offset, u8 repeat_count, u8 loop_increment) {
|
u32 return_offset, u8 repeat_count, u8 loop_increment) {
|
||||||
state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
|
state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
|
||||||
state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment });
|
state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment, offset });
|
||||||
};
|
};
|
||||||
u32 binary_offset = state.program_counter - shader_memory.data();
|
u32 binary_offset = state.program_counter - shader_memory.data();
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue