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

@ -1225,36 +1225,15 @@ struct Regs {
// Offset to shader program entry point (in words)
BitField<0, 16, u32> main_offset;
union {
BitField<0, 4, u64> attribute0_register;
BitField<4, 4, u64> attribute1_register;
BitField<8, 4, u64> attribute2_register;
BitField<12, 4, u64> attribute3_register;
BitField<16, 4, u64> attribute4_register;
BitField<20, 4, u64> attribute5_register;
BitField<24, 4, u64> attribute6_register;
BitField<28, 4, u64> attribute7_register;
BitField<32, 4, u64> attribute8_register;
BitField<36, 4, u64> attribute9_register;
BitField<40, 4, u64> attribute10_register;
BitField<44, 4, u64> attribute11_register;
BitField<48, 4, u64> attribute12_register;
BitField<52, 4, u64> attribute13_register;
BitField<56, 4, u64> attribute14_register;
BitField<60, 4, u64> attribute15_register;
/// Maps input attributes to registers. 4-bits per attribute, specifying a register index
u32 input_attribute_to_register_map_low;
u32 input_attribute_to_register_map_high;
int GetRegisterForAttribute(int attribute_index) const {
u64 fields[] = {
attribute0_register, attribute1_register, attribute2_register,
attribute3_register, attribute4_register, attribute5_register,
attribute6_register, attribute7_register, attribute8_register,
attribute9_register, attribute10_register, attribute11_register,
attribute12_register, attribute13_register, attribute14_register,
attribute15_register,
};
return (int)fields[attribute_index];
}
} input_register_map;
unsigned int GetRegisterForAttribute(unsigned int attribute_index) const {
u64 map = ((u64)input_attribute_to_register_map_high << 32) |
(u64)input_attribute_to_register_map_low;
return (map >> (attribute_index * 4)) & 0b1111;
}
BitField<0, 16, u32> output_mask;