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https://github.com/yuzu-emu/yuzu-android.git
synced 2025-06-17 04:47:57 -05:00
GPU: Store shader constbuffer bindings in the GPU state.
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@ -43,6 +43,26 @@ void Maxwell3D::WriteReg(u32 method, u32 value) {
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ASSERT_MSG(regs.code_address.CodeAddress() == 0, "Unexpected CODE_ADDRESS register value.");
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break;
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}
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case MAXWELL3D_REG_INDEX(cb_bind[0].raw_config): {
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ProcessCBBind(Regs::ShaderType::Vertex);
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break;
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}
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case MAXWELL3D_REG_INDEX(cb_bind[1].raw_config): {
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ProcessCBBind(Regs::ShaderType::TesselationControl);
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break;
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}
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case MAXWELL3D_REG_INDEX(cb_bind[2].raw_config): {
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ProcessCBBind(Regs::ShaderType::TesselationEval);
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break;
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}
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case MAXWELL3D_REG_INDEX(cb_bind[3].raw_config): {
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ProcessCBBind(Regs::ShaderType::Geometry);
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break;
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}
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case MAXWELL3D_REG_INDEX(cb_bind[4].raw_config): {
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ProcessCBBind(Regs::ShaderType::Fragment);
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break;
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}
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case MAXWELL3D_REG_INDEX(draw.vertex_end_gl): {
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DrawArrays();
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break;
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@ -95,11 +115,10 @@ void Maxwell3D::SetShader(const std::vector<u32>& parameters) {
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auto shader_type = static_cast<Regs::ShaderType>(parameters[3]);
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GPUVAddr cb_address = parameters[4] << 8;
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auto& shader = state.shaders[static_cast<size_t>(shader_program)];
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auto& shader = state.shader_programs[static_cast<size_t>(shader_program)];
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shader.program = shader_program;
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shader.type = shader_type;
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shader.address = address;
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shader.cb_address = cb_address;
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// Perform the same operations as the real macro code.
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// TODO(Subv): Early exit if register 0xD1C + shader_program contains the same as params[1].
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@ -118,6 +137,21 @@ void Maxwell3D::SetShader(const std::vector<u32>& parameters) {
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// shader. It's likely that these are the constants for the shader.
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regs.cb_bind[static_cast<size_t>(shader_type)].valid.Assign(1);
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regs.cb_bind[static_cast<size_t>(shader_type)].index.Assign(1);
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ProcessCBBind(shader_type);
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}
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void Maxwell3D::ProcessCBBind(Regs::ShaderType stage) {
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// Bind the buffer currently in CB_ADDRESS to the specified index in the desired shader stage.
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auto& shader = state.shader_stages[static_cast<size_t>(stage)];
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auto& bind_data = regs.cb_bind[static_cast<size_t>(stage)];
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auto& buffer = shader.const_buffers[bind_data.index];
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buffer.enabled = bind_data.valid.Value() != 0;
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buffer.index = bind_data.index;
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buffer.address = regs.const_buffer.BufferAddress();
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buffer.size = regs.const_buffer.cb_size;
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}
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} // namespace Engines
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