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-rw-r--r--src/video_core/pica.h8
-rw-r--r--src/video_core/shader/shader.cpp18
2 files changed, 19 insertions, 7 deletions
diff --git a/src/video_core/pica.h b/src/video_core/pica.h
index 2e0c33201..54187bcad 100644
--- a/src/video_core/pica.h
+++ b/src/video_core/pica.h
@@ -71,7 +71,7 @@ struct Regs {
BitField<0, 24, u32> viewport_depth_range; // float24
BitField<0, 24, u32> viewport_depth_far_plane; // float24
- INSERT_PADDING_WORDS(0x1);
+ BitField<0, 3, u32> vs_output_total;
union VSOutputAttributes {
// Maps components of output vertex attributes to semantics
@@ -1157,8 +1157,10 @@ struct Regs {
}
} input_register_map;
- // OUTMAP_MASK, 0x28E, CODETRANSFER_END
- INSERT_PADDING_WORDS(0x3);
+ BitField<0, 16, u32> output_mask;
+
+ // 0x28E, CODETRANSFER_END
+ INSERT_PADDING_WORDS(0x2);
struct {
enum Format : u32
diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp
index 5e8930476..dbb8fd804 100644
--- a/src/video_core/shader/shader.cpp
+++ b/src/video_core/shader/shader.cpp
@@ -109,15 +109,23 @@ OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attr
OutputVertex ret;
// TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to
// figure out what those circumstances are and enable the remaining outputs then.
- for (int i = 0; i < 7; ++i) {
- const auto& output_register_map = g_state.regs.vs_output_attributes[i]; // TODO: Don't hardcode VS here
+ unsigned index = 0;
+ for (unsigned i = 0; i < 7; ++i) {
+
+ if (index >= g_state.regs.vs_output_total)
+ break;
+
+ if ((g_state.regs.vs.output_mask & (1 << i)) == 0)
+ continue;
+
+ const auto& output_register_map = g_state.regs.vs_output_attributes[index]; // TODO: Don't hardcode VS here
u32 semantics[4] = {
output_register_map.map_x, output_register_map.map_y,
output_register_map.map_z, output_register_map.map_w
};
- for (int comp = 0; comp < 4; ++comp) {
+ for (unsigned comp = 0; comp < 4; ++comp) {
float24* out = ((float24*)&ret) + semantics[comp];
if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
*out = state.registers.output[i][comp];
@@ -127,10 +135,12 @@ OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attr
memset(out, 0, sizeof(*out));
}
}
+
+ index++;
}
// The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation
- for (int i = 0; i < 4; ++i) {
+ for (unsigned i = 0; i < 4; ++i) {
ret.color[i] = float24::FromFloat32(
std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
}