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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d00e2340c6
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2403e86cbb
3 changed files with 10 additions and 11 deletions
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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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