Turn ShaderSetup into struct

This commit is contained in:
Jannik Vogel 2016-03-30 02:45:18 +02:00
parent 86ecbdfa4d
commit ae7a82fa1c
5 changed files with 59 additions and 58 deletions

View file

@ -83,23 +83,6 @@ struct OutputVertex {
static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
/// Vertex shader memory
struct ShaderSetup {
struct {
// The float uniforms are accessed by the shader JIT using SSE instructions, and are
// therefore required to be 16-byte aligned.
alignas(16) Math::Vec4<float24> f[96];
std::array<bool, 16> b;
std::array<Math::Vec4<u8>, 4> i;
} uniforms;
Math::Vec4<float24> default_attributes[16];
std::array<u32, 1024> program_code;
std::array<u32, 1024> swizzle_data;
};
// Helper structure used to keep track of data useful for inspection of shader emulation
template<bool full_debugging>
struct DebugData;
@ -342,33 +325,51 @@ struct UnitState {
}
};
/**
* Performs any shader unit setup that only needs to happen once per shader (as opposed to once per
* vertex, which would happen within the `Run` function).
*/
void Setup();
/// Clears the shader cache
void ClearCache();
/// Performs any cleanup when the emulator is shutdown
void Shutdown();
struct ShaderSetup {
/**
* Runs the currently setup shader
* @param state Shader unit state, must be setup per shader and per shader unit
* @param input Input vertex into the shader
* @param num_attributes The number of vertex shader attributes
* @return The output vertex, after having been processed by the vertex shader
*/
OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes);
struct {
// The float uniforms are accessed by the shader JIT using SSE instructions, and are
// therefore required to be 16-byte aligned.
alignas(16) Math::Vec4<float24> f[96];
/**
* 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
* @param setup Setup object for the shader pipeline
* @return Debug information for this shader with regards to the given vertex
*/
DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup);
std::array<bool, 16> b;
std::array<Math::Vec4<u8>, 4> i;
} uniforms;
Math::Vec4<float24> default_attributes[16];
std::array<u32, 1024> program_code;
std::array<u32, 1024> swizzle_data;
/**
* Performs any shader unit setup that only needs to happen once per shader (as opposed to once per
* vertex, which would happen within the `Run` function).
*/
void Setup();
/**
* Runs the currently setup shader
* @param state Shader unit state, must be setup per shader and per shader unit
* @param input Input vertex into the shader
* @param num_attributes The number of vertex shader attributes
* @return The output vertex, after having been processed by the vertex shader
*/
OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes);
/**
* 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
* @param setup Setup object for the shader pipeline
* @return Debug information for this shader with regards to the given vertex
*/
DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup);
};
} // namespace Shader