Merge pull request #3258 from yuriks/gs-cleanup

Small GS cleanups
This commit is contained in:
Yuri Kunde Schlesner 2017-12-10 17:21:04 -05:00 committed by GitHub
commit 9699194b54
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3 changed files with 22 additions and 35 deletions

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@ -120,20 +120,15 @@ public:
// A STL-like iterator is required to be able to use range-based for loops.
class Iterator {
public:
Iterator(const Iterator& other) : m_val(other.m_val), m_bit(other.m_bit) {}
Iterator(IntTy val) : m_val(val), m_bit(0) {}
Iterator& operator=(Iterator other) {
new (this) Iterator(other);
return *this;
}
Iterator(const Iterator& other) : m_val(other.m_val) {}
Iterator(IntTy val) : m_val(val) {}
int operator*() {
return m_bit + ComputeLsb();
// This will never be called when m_val == 0, because that would be the end() iterator
return LeastSignificantSetBit(m_val);
}
Iterator& operator++() {
int lsb = ComputeLsb();
m_val >>= lsb + 1;
m_bit += lsb + 1;
m_has_lsb = false;
// Unset least significant set bit
m_val &= m_val - IntTy(1);
return *this;
}
Iterator operator++(int _) {
@ -149,17 +144,7 @@ public:
}
private:
int ComputeLsb() {
if (!m_has_lsb) {
m_lsb = LeastSignificantSetBit(m_val);
m_has_lsb = true;
}
return m_lsb;
}
IntTy m_val;
int m_bit;
int m_lsb = -1;
bool m_has_lsb = false;
};
BitSet() : m_val(0) {}

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@ -77,13 +77,18 @@ void UnitState::LoadInput(const ShaderRegs& config, const AttributeBuffer& input
}
}
void UnitState::WriteOutput(const ShaderRegs& config, AttributeBuffer& output) {
unsigned int output_i = 0;
for (unsigned int reg : Common::BitSet<u32>(config.output_mask)) {
output.attr[output_i++] = registers.output[reg];
static void CopyRegistersToOutput(const Math::Vec4<float24>* regs, u32 mask,
AttributeBuffer& buffer) {
int output_i = 0;
for (int reg : Common::BitSet<u32>(mask)) {
buffer.attr[output_i++] = regs[reg];
}
}
void UnitState::WriteOutput(const ShaderRegs& config, AttributeBuffer& output) {
CopyRegistersToOutput(registers.output, config.output_mask, output);
}
UnitState::UnitState(GSEmitter* emitter) : emitter_ptr(emitter) {}
GSEmitter::GSEmitter() {
@ -94,19 +99,16 @@ GSEmitter::~GSEmitter() {
delete handlers;
}
void GSEmitter::Emit(Math::Vec4<float24> (&vertex)[16]) {
void GSEmitter::Emit(Math::Vec4<float24> (&output_regs)[16]) {
ASSERT(vertex_id < 3);
std::copy(std::begin(vertex), std::end(vertex), buffer[vertex_id].begin());
// TODO: This should be merged with UnitState::WriteOutput somehow
CopyRegistersToOutput(output_regs, output_mask, buffer[vertex_id]);
if (prim_emit) {
if (winding)
handlers->winding_setter();
for (size_t i = 0; i < buffer.size(); ++i) {
AttributeBuffer output;
unsigned int output_i = 0;
for (unsigned int reg : Common::BitSet<u32>(output_mask)) {
output.attr[output_i++] = buffer[i][reg];
}
handlers->vertex_handler(output);
handlers->vertex_handler(buffer[i]);
}
}
}

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@ -72,7 +72,7 @@ static_assert(sizeof(OutputVertex) == 24 * sizeof(float), "OutputVertex has inva
* This structure contains state information for primitive emitting in geometry shader.
*/
struct GSEmitter {
std::array<std::array<Math::Vec4<float24>, 16>, 3> buffer;
std::array<AttributeBuffer, 3> buffer;
u8 vertex_id;
bool prim_emit;
bool winding;
@ -87,7 +87,7 @@ struct GSEmitter {
GSEmitter();
~GSEmitter();
void Emit(Math::Vec4<float24> (&vertex)[16]);
void Emit(Math::Vec4<float24> (&output_regs)[16]);
};
static_assert(std::is_standard_layout<GSEmitter>::value, "GSEmitter is not standard layout type");