mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-27 20:14:17 +01:00
Pica/CommandProcessor: Add support for integer uniforms.
This commit is contained in:
parent
b03a97e0b8
commit
b7a48c422a
@ -173,6 +173,19 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||
|
||||
break;
|
||||
|
||||
case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[0], 0x2b1):
|
||||
case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[1], 0x2b2):
|
||||
case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[2], 0x2b3):
|
||||
case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[3], 0x2b4):
|
||||
{
|
||||
int index = (id - PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[0], 0x2b1));
|
||||
auto values = registers.vs_int_uniforms[index];
|
||||
VertexShader::GetIntUniform(index) = Math::Vec4<u8>(values.x, values.y, values.z, values.w);
|
||||
LOG_ERROR(HW_GPU, "Set integer uniform %d to %02x %02x %02x %02x",
|
||||
index, values.x.Value(), values.y.Value(), values.z.Value(), values.w.Value());
|
||||
break;
|
||||
}
|
||||
|
||||
case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[0], 0x2c1):
|
||||
case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[1], 0x2c2):
|
||||
case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[2], 0x2c3):
|
||||
|
@ -495,8 +495,14 @@ struct Regs {
|
||||
INSERT_PADDING_WORDS(0x51);
|
||||
|
||||
BitField<0, 16, u32> vs_bool_uniforms;
|
||||
union {
|
||||
BitField< 0, 8, u32> x;
|
||||
BitField< 8, 8, u32> y;
|
||||
BitField<16, 8, u32> z;
|
||||
BitField<24, 8, u32> w;
|
||||
} vs_int_uniforms[4];
|
||||
|
||||
INSERT_PADDING_WORDS(0x9);
|
||||
INSERT_PADDING_WORDS(0x5);
|
||||
|
||||
// Offset to shader program entry point (in words)
|
||||
BitField<0, 16, u32> vs_main_offset;
|
||||
@ -625,6 +631,7 @@ struct Regs {
|
||||
ADD_FIELD(trigger_draw_indexed);
|
||||
ADD_FIELD(triangle_topology);
|
||||
ADD_FIELD(vs_bool_uniforms);
|
||||
ADD_FIELD(vs_int_uniforms);
|
||||
ADD_FIELD(vs_main_offset);
|
||||
ADD_FIELD(vs_input_register_map);
|
||||
ADD_FIELD(vs_uniform_setup);
|
||||
@ -696,6 +703,7 @@ ASSERT_REG_POSITION(trigger_draw, 0x22e);
|
||||
ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
|
||||
ASSERT_REG_POSITION(triangle_topology, 0x25e);
|
||||
ASSERT_REG_POSITION(vs_bool_uniforms, 0x2b0);
|
||||
ASSERT_REG_POSITION(vs_int_uniforms, 0x2b1);
|
||||
ASSERT_REG_POSITION(vs_main_offset, 0x2ba);
|
||||
ASSERT_REG_POSITION(vs_input_register_map, 0x2bb);
|
||||
ASSERT_REG_POSITION(vs_uniform_setup, 0x2c0);
|
||||
|
@ -30,6 +30,8 @@ static struct {
|
||||
Math::Vec4<float24> f[96];
|
||||
|
||||
std::array<bool,16> b;
|
||||
|
||||
std::array<Math::Vec4<u8>,4> i;
|
||||
} shader_uniforms;
|
||||
|
||||
// TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to!
|
||||
@ -57,6 +59,11 @@ bool& GetBoolUniform(u32 index)
|
||||
return shader_uniforms.b[index];
|
||||
}
|
||||
|
||||
Math::Vec4<u8>& GetIntUniform(u32 index)
|
||||
{
|
||||
return shader_uniforms.i[index];
|
||||
}
|
||||
|
||||
const std::array<u32, 1024>& GetShaderBinary()
|
||||
{
|
||||
return shader_memory;
|
||||
|
@ -73,6 +73,7 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes);
|
||||
|
||||
Math::Vec4<float24>& GetFloatUniform(u32 index);
|
||||
bool& GetBoolUniform(u32 index);
|
||||
Math::Vec4<u8>& GetIntUniform(u32 index);
|
||||
|
||||
const std::array<u32, 1024>& GetShaderBinary();
|
||||
const std::array<u32, 1024>& GetSwizzlePatterns();
|
||||
|
Loading…
Reference in New Issue
Block a user