Pica: Add support for boolean uniforms.
This commit is contained in:
parent
67618a2c55
commit
aff808b2fd
|
@ -162,6 +162,12 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
case PICA_REG_INDEX(vs_bool_uniforms):
|
||||||
|
for (unsigned i = 0; i < 16; ++i)
|
||||||
|
VertexShader::GetBoolUniform(i) = (registers.vs_bool_uniforms.Value() & (1 << i));
|
||||||
|
|
||||||
|
break;
|
||||||
|
|
||||||
case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[0], 0x2c1):
|
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[1], 0x2c2):
|
||||||
case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[2], 0x2c3):
|
case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[2], 0x2c3):
|
||||||
|
|
|
@ -492,7 +492,11 @@ struct Regs {
|
||||||
|
|
||||||
BitField<8, 2, TriangleTopology> triangle_topology;
|
BitField<8, 2, TriangleTopology> triangle_topology;
|
||||||
|
|
||||||
INSERT_PADDING_WORDS(0x5b);
|
INSERT_PADDING_WORDS(0x51);
|
||||||
|
|
||||||
|
BitField<0, 16, u32> vs_bool_uniforms;
|
||||||
|
|
||||||
|
INSERT_PADDING_WORDS(0x9);
|
||||||
|
|
||||||
// Offset to shader program entry point (in words)
|
// Offset to shader program entry point (in words)
|
||||||
BitField<0, 16, u32> vs_main_offset;
|
BitField<0, 16, u32> vs_main_offset;
|
||||||
|
@ -620,6 +624,7 @@ struct Regs {
|
||||||
ADD_FIELD(trigger_draw);
|
ADD_FIELD(trigger_draw);
|
||||||
ADD_FIELD(trigger_draw_indexed);
|
ADD_FIELD(trigger_draw_indexed);
|
||||||
ADD_FIELD(triangle_topology);
|
ADD_FIELD(triangle_topology);
|
||||||
|
ADD_FIELD(vs_bool_uniforms);
|
||||||
ADD_FIELD(vs_main_offset);
|
ADD_FIELD(vs_main_offset);
|
||||||
ADD_FIELD(vs_input_register_map);
|
ADD_FIELD(vs_input_register_map);
|
||||||
ADD_FIELD(vs_uniform_setup);
|
ADD_FIELD(vs_uniform_setup);
|
||||||
|
@ -690,6 +695,7 @@ ASSERT_REG_POSITION(num_vertices, 0x228);
|
||||||
ASSERT_REG_POSITION(trigger_draw, 0x22e);
|
ASSERT_REG_POSITION(trigger_draw, 0x22e);
|
||||||
ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
|
ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
|
||||||
ASSERT_REG_POSITION(triangle_topology, 0x25e);
|
ASSERT_REG_POSITION(triangle_topology, 0x25e);
|
||||||
|
ASSERT_REG_POSITION(vs_bool_uniforms, 0x2b0);
|
||||||
ASSERT_REG_POSITION(vs_main_offset, 0x2ba);
|
ASSERT_REG_POSITION(vs_main_offset, 0x2ba);
|
||||||
ASSERT_REG_POSITION(vs_input_register_map, 0x2bb);
|
ASSERT_REG_POSITION(vs_input_register_map, 0x2bb);
|
||||||
ASSERT_REG_POSITION(vs_uniform_setup, 0x2c0);
|
ASSERT_REG_POSITION(vs_uniform_setup, 0x2c0);
|
||||||
|
|
|
@ -26,8 +26,9 @@ namespace VertexShader {
|
||||||
|
|
||||||
static struct {
|
static struct {
|
||||||
Math::Vec4<float24> f[96];
|
Math::Vec4<float24> f[96];
|
||||||
} shader_uniforms;
|
|
||||||
|
|
||||||
|
std::array<bool,16> b;
|
||||||
|
} shader_uniforms;
|
||||||
|
|
||||||
// TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to!
|
// TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to!
|
||||||
// For now, we just keep these local arrays around.
|
// For now, we just keep these local arrays around.
|
||||||
|
@ -49,6 +50,11 @@ Math::Vec4<float24>& GetFloatUniform(u32 index)
|
||||||
return shader_uniforms.f[index];
|
return shader_uniforms.f[index];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool& GetBoolUniform(u32 index)
|
||||||
|
{
|
||||||
|
return shader_uniforms.b[index];
|
||||||
|
}
|
||||||
|
|
||||||
const std::array<u32, 1024>& GetShaderBinary()
|
const std::array<u32, 1024>& GetShaderBinary()
|
||||||
{
|
{
|
||||||
return shader_memory;
|
return shader_memory;
|
||||||
|
|
|
@ -72,6 +72,7 @@ void SubmitSwizzleDataChange(u32 addr, u32 value);
|
||||||
OutputVertex RunShader(const InputVertex& input, int num_attributes);
|
OutputVertex RunShader(const InputVertex& input, int num_attributes);
|
||||||
|
|
||||||
Math::Vec4<float24>& GetFloatUniform(u32 index);
|
Math::Vec4<float24>& GetFloatUniform(u32 index);
|
||||||
|
bool& GetBoolUniform(u32 index);
|
||||||
|
|
||||||
const std::array<u32, 1024>& GetShaderBinary();
|
const std::array<u32, 1024>& GetShaderBinary();
|
||||||
const std::array<u32, 1024>& GetSwizzlePatterns();
|
const std::array<u32, 1024>& GetSwizzlePatterns();
|
||||||
|
|
Loading…
Reference in a new issue