VideoCore: Consistently use shader configuration to load attributes

This commit is contained in:
Yuri Kunde Schlesner 2016-12-18 17:25:03 -08:00
parent fccb28d2e9
commit 335df895b9
7 changed files with 25 additions and 46 deletions

View file

@ -71,12 +71,13 @@ OutputVertex OutputVertex::FromRegisters(Math::Vec4<float24> output_regs[16], co
return ret;
}
void UnitState::LoadInput(const AttributeBuffer& input, int num_attributes) {
// Setup input register table
const auto& attribute_register_map = g_state.regs.vs.input_register_map;
void UnitState::LoadInput(const Regs::ShaderConfig& config, const AttributeBuffer& input) {
const unsigned max_attribute = config.max_input_attribute_index;
for (int i = 0; i < num_attributes; i++)
registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
for (unsigned attr = 0; attr <= max_attribute; ++attr) {
unsigned reg = config.GetRegisterForAttribute(attr);
registers.input[reg] = input.attr[attr];
}
}
MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));

View file

@ -137,10 +137,10 @@ struct UnitState {
/**
* Loads the unit state with an input vertex.
*
* @param input Input vertex into the shader
* @param num_attributes The number of vertex shader attributes to load
* @param config Shader configuration registers corresponding to the unit.
* @param input Attribute buffer to load into the input registers.
*/
void LoadInput(const AttributeBuffer& input, int num_attributes);
void LoadInput(const Regs::ShaderConfig& config, const AttributeBuffer& input);
};
struct ShaderSetup {

View file

@ -669,13 +669,13 @@ void InterpreterEngine::Run(const ShaderSetup& setup, UnitState& state) const {
DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup,
const AttributeBuffer& input,
int num_attributes) const {
const Regs::ShaderConfig& config) const {
UnitState state;
DebugData<true> debug_data;
// Setup input register table
boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
state.LoadInput(input, num_attributes);
state.LoadInput(config, input);
RunInterpreter(setup, state, debug_data, setup.engine_data.entry_point);
return debug_data;
}

View file

@ -19,12 +19,11 @@ public:
/**
* Produce debug information based on the given shader and input vertex
* @param input Input vertex into the shader
* @param num_attributes The number of vertex shader attributes
* @param config Configuration object for the shader pipeline
* @return Debug information for this shader with regards to the given vertex
*/
DebugData<true> ProduceDebugInfo(const ShaderSetup& setup, const AttributeBuffer& input,
int num_attributes) const;
const Regs::ShaderConfig& config) const;
};
} // namespace