pica_core: Propogate vertex uniforms to geometry setup when not in exclusive mode (#7367)
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@ -256,6 +256,10 @@ void PicaCore::WriteInternalReg(u32 id, u32 value, u32 mask) {
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case PICA_REG_INDEX(vs.bool_uniforms):
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vs_setup.WriteUniformBoolReg(regs.internal.vs.bool_uniforms.Value());
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if (!regs.internal.pipeline.gs_unit_exclusive_configuration &&
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regs.internal.pipeline.use_gs == PipelineRegs::UseGS::No) {
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gs_setup.WriteUniformBoolReg(regs.internal.vs.bool_uniforms.Value());
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}
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break;
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case PICA_REG_INDEX(vs.int_uniforms[0]):
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@ -264,6 +268,10 @@ void PicaCore::WriteInternalReg(u32 id, u32 value, u32 mask) {
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case PICA_REG_INDEX(vs.int_uniforms[3]): {
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const u32 index = (id - PICA_REG_INDEX(vs.int_uniforms[0]));
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vs_setup.WriteUniformIntReg(index, regs.internal.vs.GetIntUniform(index));
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if (!regs.internal.pipeline.gs_unit_exclusive_configuration &&
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regs.internal.pipeline.use_gs == PipelineRegs::UseGS::No) {
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gs_setup.WriteUniformIntReg(index, regs.internal.vs.GetIntUniform(index));
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}
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break;
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}
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@ -275,7 +283,11 @@ void PicaCore::WriteInternalReg(u32 id, u32 value, u32 mask) {
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case PICA_REG_INDEX(vs.uniform_setup.set_value[5]):
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case PICA_REG_INDEX(vs.uniform_setup.set_value[6]):
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case PICA_REG_INDEX(vs.uniform_setup.set_value[7]): {
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vs_setup.WriteUniformFloatReg(regs.internal.vs, value);
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const auto index = vs_setup.WriteUniformFloatReg(regs.internal.vs, value);
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if (!regs.internal.pipeline.gs_unit_exclusive_configuration &&
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regs.internal.pipeline.use_gs == PipelineRegs::UseGS::No && index) {
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gs_setup.uniforms.f[index.value()] = vs_setup.uniforms.f[index.value()];
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}
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break;
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}
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@ -27,21 +27,23 @@ void ShaderSetup::WriteUniformIntReg(u32 index, const Common::Vec4<u8> values) {
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uniforms.i[index] = values;
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}
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void ShaderSetup::WriteUniformFloatReg(ShaderRegs& config, u32 value) {
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std::optional<u32> ShaderSetup::WriteUniformFloatReg(ShaderRegs& config, u32 value) {
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auto& uniform_setup = config.uniform_setup;
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const bool is_float32 = uniform_setup.IsFloat32();
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if (!uniform_queue.Push(value, is_float32)) {
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return;
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return std::nullopt;
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}
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const auto uniform = uniform_queue.Get(is_float32);
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if (uniform_setup.index >= uniforms.f.size()) {
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LOG_ERROR(HW_GPU, "Invalid float uniform index {}", uniform_setup.index.Value());
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return;
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return std::nullopt;
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}
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uniforms.f[uniform_setup.index] = uniform;
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uniform_setup.index.Assign(uniform_setup.index + 1);
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const u32 index = uniform_setup.index.Value();
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uniforms.f[index] = uniform;
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uniform_setup.index.Assign(index + 1);
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return index;
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}
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u64 ShaderSetup::GetProgramCodeHash() {
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@ -4,6 +4,7 @@
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#pragma once
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#include <optional>
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#include "common/vector_math.h"
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#include "video_core/pica/packed_attribute.h"
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#include "video_core/pica_types.h"
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@ -58,7 +59,7 @@ public:
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void WriteUniformIntReg(u32 index, const Common::Vec4<u8> values);
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void WriteUniformFloatReg(ShaderRegs& config, u32 value);
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std::optional<u32> WriteUniformFloatReg(ShaderRegs& config, u32 value);
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u64 GetProgramCodeHash();
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