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-rw-r--r--src/video_core/shader/shader.cpp103
1 files changed, 53 insertions, 50 deletions
diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp
index 161097610..f565e2c91 100644
--- a/src/video_core/shader/shader.cpp
+++ b/src/video_core/shader/shader.cpp
@@ -30,6 +30,58 @@ namespace Pica {
namespace Shader {
+OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) {
+ // Setup output data
+ 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.
+ unsigned index = 0;
+ for (unsigned i = 0; i < 7; ++i) {
+
+ if (index >= g_state.regs.vs_output_total)
+ break;
+
+ if ((config.output_mask & (1 << i)) == 0)
+ continue;
+
+ const auto& output_register_map = g_state.regs.vs_output_attributes[index];
+
+ u32 semantics[4] = {
+ output_register_map.map_x, output_register_map.map_y,
+ output_register_map.map_z, output_register_map.map_w
+ };
+
+ for (unsigned comp = 0; comp < 4; ++comp) {
+ float24* out = ((float24*)&ret) + semantics[comp];
+ if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
+ *out = value[i][comp];
+ } else {
+ // Zero output so that attributes which aren't output won't have denormals in them,
+ // which would slow us down later.
+ memset(out, 0, sizeof(*out));
+ }
+ }
+
+ index++;
+ }
+
+ // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation
+ for (unsigned i = 0; i < 4; ++i) {
+ ret.color[i] = float24::FromFloat32(
+ std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
+ }
+
+ LOG_TRACE(HW_GPU, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), "
+ "col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)",
+ ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
+ ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(),
+ ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
+ ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32(),
+ ret.view.x.ToFloat32(), ret.view.y.ToFloat32(), ret.view.z.ToFloat32());
+
+ return ret;
+}
+
#ifdef ARCHITECTURE_x86_64
static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map;
static const JitShader* jit_shader;
@@ -62,7 +114,7 @@ void ShaderSetup::Setup() {
MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
-OutputVertex ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num_attributes) {
+void ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num_attributes) {
auto& config = g_state.regs.vs;
auto& setup = g_state.vs;
@@ -89,55 +141,6 @@ OutputVertex ShaderSetup::Run(UnitState<false>& state, const InputVertex& input,
RunInterpreter(setup, state, config.main_offset);
#endif // ARCHITECTURE_x86_64
- // Setup output data
- 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.
- 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 (unsigned comp = 0; comp < 4; ++comp) {
- float24* out = ((float24*)&ret) + semantics[comp];
- if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
- *out = state.registers.output[i][comp];
- } else {
- // Zero output so that attributes which aren't output won't have denormals in them,
- // which would slow us down later.
- memset(out, 0, sizeof(*out));
- }
- }
-
- index++;
- }
-
- // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation
- for (unsigned i = 0; i < 4; ++i) {
- ret.color[i] = float24::FromFloat32(
- std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
- }
-
- LOG_TRACE(HW_GPU, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), "
- "col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)",
- ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
- ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(),
- ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
- ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32(),
- ret.view.x.ToFloat32(), ret.view.y.ToFloat32(), ret.view.z.ToFloat32());
-
- return ret;
}
DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) {