diff options
Diffstat (limited to '')
-rw-r--r-- | src/video_core/command_processor.cpp | 80 |
1 files changed, 40 insertions, 40 deletions
diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp index 2a1c885a7..f2e3aee85 100644 --- a/src/video_core/command_processor.cpp +++ b/src/video_core/command_processor.cpp @@ -60,6 +60,46 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::P3D); break; + // Load default vertex input attributes + case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[0], 0x233): + case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[1], 0x234): + case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[2], 0x235): + { + // TODO: Does actual hardware indeed keep an intermediate buffer or does + // it directly write the values? + default_attr_write_buffer[default_attr_counter++] = value; + + // Default attributes are written in a packed format such that four float24 values are encoded in + // three 32-bit numbers. We write to internal memory once a full such vector is + // written. + if (default_attr_counter >= 3) { + default_attr_counter = 0; + + auto& setup = regs.vs_default_attributes_setup; + + if (setup.index >= 16) { + LOG_ERROR(HW_GPU, "Invalid VS default attribute index %d", (int)setup.index); + break; + } + + Math::Vec4<float24>& attribute = g_state.vs.default_attributes[setup.index]; + + // NOTE: The destination component order indeed is "backwards" + attribute.w = float24::FromRawFloat24(default_attr_write_buffer[0] >> 8); + attribute.z = float24::FromRawFloat24(((default_attr_write_buffer[0] & 0xFF) << 16) | ((default_attr_write_buffer[1] >> 16) & 0xFFFF)); + attribute.y = float24::FromRawFloat24(((default_attr_write_buffer[1] & 0xFFFF) << 8) | ((default_attr_write_buffer[2] >> 24) & 0xFF)); + attribute.x = float24::FromRawFloat24(default_attr_write_buffer[2] & 0xFFFFFF); + + LOG_TRACE(HW_GPU, "Set default VS attribute %x to (%f %f %f %f)", (int)setup.index, + attribute.x.ToFloat32(), attribute.y.ToFloat32(), attribute.z.ToFloat32(), + attribute.w.ToFloat32()); + + // TODO: Verify that this actually modifies the register! + setup.index = setup.index + 1; + } + break; + } + case PICA_REG_INDEX_WORKAROUND(command_buffer.trigger[0], 0x23c): case PICA_REG_INDEX_WORKAROUND(command_buffer.trigger[1], 0x23d): { @@ -351,46 +391,6 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { break; } - // Load default vertex input attributes - case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[0], 0x233): - case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[1], 0x234): - case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[2], 0x235): - { - // TODO: Does actual hardware indeed keep an intermediate buffer or does - // it directly write the values? - default_attr_write_buffer[default_attr_counter++] = value; - - // Default attributes are written in a packed format such that four float24 values are encoded in - // three 32-bit numbers. We write to internal memory once a full such vector is - // written. - if (default_attr_counter >= 3) { - default_attr_counter = 0; - - auto& setup = regs.vs_default_attributes_setup; - - if (setup.index >= 16) { - LOG_ERROR(HW_GPU, "Invalid VS default attribute index %d", (int)setup.index); - break; - } - - Math::Vec4<float24>& attribute = g_state.vs.default_attributes[setup.index]; - - // NOTE: The destination component order indeed is "backwards" - attribute.w = float24::FromRawFloat24(default_attr_write_buffer[0] >> 8); - attribute.z = float24::FromRawFloat24(((default_attr_write_buffer[0] & 0xFF) << 16) | ((default_attr_write_buffer[1] >> 16) & 0xFFFF)); - attribute.y = float24::FromRawFloat24(((default_attr_write_buffer[1] & 0xFFFF) << 8) | ((default_attr_write_buffer[2] >> 24) & 0xFF)); - attribute.x = float24::FromRawFloat24(default_attr_write_buffer[2] & 0xFFFFFF); - - LOG_TRACE(HW_GPU, "Set default VS attribute %x to (%f %f %f %f)", (int)setup.index, - attribute.x.ToFloat32(), attribute.y.ToFloat32(), attribute.z.ToFloat32(), - attribute.w.ToFloat32()); - - // TODO: Verify that this actually modifies the register! - setup.index = setup.index + 1; - } - break; - } - // Load shader program code case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[0], 0x2cc): case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[1], 0x2cd): |