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Don't keep base_address in the loader, it doesn't belong there (with it, the loader can't be cached).
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@ -199,13 +199,14 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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// Processes information about internal vertex attributes to figure out how a vertex is loaded.
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// Later, these can be compiled and cached.
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VertexLoader loader;
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const u32 base_address = regs.vertex_attributes.GetPhysicalBaseAddress();
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loader.Setup(regs);
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// Load vertices
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bool is_indexed = (id == PICA_REG_INDEX(trigger_draw_indexed));
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const auto& index_info = regs.index_array;
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const u8* index_address_8 = Memory::GetPhysicalPointer(loader.GetPhysicalBaseAddress() + index_info.offset);
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const u8* index_address_8 = Memory::GetPhysicalPointer(base_address + index_info.offset);
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const u16* index_address_16 = reinterpret_cast<const u16*>(index_address_8);
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bool index_u16 = index_info.format != 0;
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@ -252,7 +253,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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if (is_indexed) {
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if (g_debug_context && Pica::g_debug_context->recorder) {
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int size = index_u16 ? 2 : 1;
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memory_accesses.AddAccess(loader.GetPhysicalBaseAddress() + index_info.offset + size * index, size);
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memory_accesses.AddAccess(base_address + index_info.offset + size * index, size);
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}
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for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
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@ -267,7 +268,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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if (!vertex_cache_hit) {
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// Initialize data for the current vertex
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Shader::InputVertex input;
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loader.LoadVertex(index, vertex, input, memory_accesses);
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loader.LoadVertex(base_address, index, vertex, input, memory_accesses);
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
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@ -23,7 +23,6 @@ namespace Pica {
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void VertexLoader::Setup(const Pica::Regs& regs) {
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const auto& attribute_config = regs.vertex_attributes;
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base_address = attribute_config.GetPhysicalBaseAddress();
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num_total_attributes = attribute_config.GetNumTotalAttributes();
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boost::fill(vertex_attribute_sources, 0xdeadbeef);
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@ -49,7 +48,7 @@ void VertexLoader::Setup(const Pica::Regs& regs) {
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if (attribute_index < 12) {
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int element_size = attribute_config.GetElementSizeInBytes(attribute_index);
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offset = Common::AlignUp(offset, element_size);
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vertex_attribute_sources[attribute_index] = base_address + loader_config.data_offset + offset;
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vertex_attribute_sources[attribute_index] = loader_config.data_offset + offset;
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vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count);
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vertex_attribute_formats[attribute_index] = attribute_config.GetFormat(attribute_index);
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vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index);
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@ -66,7 +65,7 @@ void VertexLoader::Setup(const Pica::Regs& regs) {
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}
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}
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void VertexLoader::LoadVertex(int index, int vertex, Shader::InputVertex& input, MemoryAccesses& memory_accesses) {
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void VertexLoader::LoadVertex(u32 base_address, int index, int vertex, Shader::InputVertex& input, MemoryAccesses& memory_accesses) {
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for (int i = 0; i < num_total_attributes; ++i) {
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if (vertex_attribute_elements[i] != 0) {
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// Default attribute values set if array elements have < 4 components. This
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@ -78,7 +77,7 @@ void VertexLoader::LoadVertex(int index, int vertex, Shader::InputVertex& input,
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// Load per-vertex data from the loader arrays
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
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u32 source_addr = base_address + vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
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const u8* srcdata = Memory::GetPhysicalPointer(source_addr);
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if (g_debug_context && Pica::g_debug_context->recorder) {
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@ -97,7 +96,7 @@ void VertexLoader::LoadVertex(int index, int vertex, Shader::InputVertex& input,
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LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08x + 0x%04x: %f",
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comp, i, vertex, index,
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base_address,
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vertex_attribute_sources[i] - base_address,
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vertex_attribute_sources[i],
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vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
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input.attr[i][comp].ToFloat32());
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}
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@ -38,10 +38,10 @@ public:
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class VertexLoader {
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public:
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void Setup(const Pica::Regs& regs);
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void LoadVertex(int index, int vertex, Shader::InputVertex& input, MemoryAccesses& memory_accesses);
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void LoadVertex(u32 base_address, int index, int vertex, Shader::InputVertex& input, MemoryAccesses& memory_accesses);
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u32 GetPhysicalBaseAddress() const { return base_address; }
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int GetNumTotalAttributes() const { return num_total_attributes; }
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private:
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u32 vertex_attribute_sources[16];
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u32 vertex_attribute_strides[16] = {};
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@ -49,7 +49,6 @@ private:
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u32 vertex_attribute_elements[16] = {};
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u32 vertex_attribute_element_size[16] = {};
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bool vertex_attribute_is_default[16];
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u32 base_address;
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int num_total_attributes;
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};
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