GPU: Store shader constbuffer bindings in the GPU state.

This commit is contained in:
Subv
2018-03-17 17:06:23 -05:00
parent 66dae22790
commit 88698c156f
2 changed files with 61 additions and 5 deletions

View File

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