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https://github.com/Lime3DS/Lime3DS.git
synced 2024-12-25 01:11:48 +01:00
Move default_attributes into Pica state
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@ -74,7 +74,7 @@ void GraphicsTracingWidget::StartRecording() {
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std::array<u32, 4 * 16> default_attributes;
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std::array<u32, 4 * 16> default_attributes;
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for (unsigned i = 0; i < 16; ++i) {
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for (unsigned i = 0; i < 16; ++i) {
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for (unsigned comp = 0; comp < 3; ++comp) {
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for (unsigned comp = 0; comp < 3; ++comp) {
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default_attributes[4 * i + comp] = nihstro::to_float24(Pica::g_state.vs.default_attributes[i][comp].ToFloat32());
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default_attributes[4 * i + comp] = nihstro::to_float24(Pica::g_state.vs_default_attributes[i][comp].ToFloat32());
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}
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}
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}
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}
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@ -128,7 +128,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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// TODO: Verify that this actually modifies the register!
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// TODO: Verify that this actually modifies the register!
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if (setup.index < 15) {
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if (setup.index < 15) {
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g_state.vs.default_attributes[setup.index] = attribute;
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g_state.vs_default_attributes[setup.index] = attribute;
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setup.index++;
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setup.index++;
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} else {
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} else {
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// Put each attribute into an immediate input buffer.
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// Put each attribute into an immediate input buffer.
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@ -25,6 +25,8 @@ struct State {
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Shader::ShaderSetup vs;
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Shader::ShaderSetup vs;
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Shader::ShaderSetup gs;
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Shader::ShaderSetup gs;
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std::array<Math::Vec4<float24>, 16> vs_default_attributes;
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struct {
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struct {
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union LutEntry {
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union LutEntry {
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// Used for raw access
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// Used for raw access
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@ -340,8 +340,6 @@ struct ShaderSetup {
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std::array<Math::Vec4<u8>, 4> i;
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std::array<Math::Vec4<u8>, 4> i;
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} uniforms;
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} uniforms;
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Math::Vec4<float24> default_attributes[16];
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std::array<u32, 1024> program_code;
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std::array<u32, 1024> program_code;
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std::array<u32, 1024> swizzle_data;
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std::array<u32, 1024> swizzle_data;
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@ -124,7 +124,7 @@ void VertexLoader::LoadVertex(u32 base_address, int index, int vertex, Shader::I
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input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
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input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
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} else if (vertex_attribute_is_default[i]) {
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} else if (vertex_attribute_is_default[i]) {
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// Load the default attribute if we're configured to do so
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// Load the default attribute if we're configured to do so
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input.attr[i] = g_state.vs.default_attributes[i];
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input.attr[i] = g_state.vs_default_attributes[i];
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LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
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LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
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i, vertex, index,
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i, vertex, index,
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input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
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input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
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