VideoCore/Shader: Extract input vertex loading code into function
This commit is contained in:
parent
3feb3ce283
commit
34d581f2dc
@ -149,7 +149,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||
if (g_debug_context)
|
||||
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
|
||||
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_unit.output_registers.ToVertex(regs.vs);
|
||||
|
||||
@ -283,7 +284,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||
if (g_debug_context)
|
||||
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
|
||||
(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
|
||||
output_vertex = shader_unit.output_registers.ToVertex(regs.vs);
|
||||
|
@ -76,6 +76,17 @@ OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) const {
|
||||
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
|
||||
static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map;
|
||||
static const JitShader* jit_shader;
|
||||
@ -109,21 +120,12 @@ void ShaderSetup::Setup() {
|
||||
|
||||
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& setup = g_state.vs;
|
||||
|
||||
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
|
||||
if (VideoCore::g_shader_jit_enabled) {
|
||||
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
|
||||
boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
|
||||
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;
|
||||
|
||||
state.LoadInputVertex(input, num_attributes);
|
||||
RunInterpreter(setup, state, debug_data, config.main_offset);
|
||||
return debug_data;
|
||||
}
|
||||
|
@ -142,6 +142,14 @@ struct UnitState {
|
||||
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
|
||||
@ -182,10 +190,8 @@ struct ShaderSetup {
|
||||
/**
|
||||
* Runs the currently setup shader
|
||||
* @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
|
||||
|
Loading…
Reference in New Issue
Block a user