VideoCore: Split shader output writing from semantic loading

This commit is contained in:
Yuri Kunde Schlesner
2016-12-18 17:58:30 -08:00
parent 335df895b9
commit 92bf5c88e6
3 changed files with 24 additions and 24 deletions

View File

@ -151,10 +151,11 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
static_cast<void*>(&immediate_input));
Shader::UnitState shader_unit;
Shader::AttributeBuffer output{};
shader_unit.LoadInput(regs.vs, immediate_input);
shader_engine->Run(g_state.vs, shader_unit);
auto output_vertex = Shader::OutputVertex::FromRegisters(
shader_unit.registers.output, regs, regs.vs.output_mask);
shader_unit.WriteOutput(regs.vs, output);
// Send to renderer
using Pica::Shader::OutputVertex;
@ -163,7 +164,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
};
g_state.primitive_assembler.SubmitVertex(output_vertex, AddTriangle);
g_state.primitive_assembler.SubmitVertex(
Shader::OutputVertex::FromAttributeBuffer(regs, output), AddTriangle);
}
}
}
@ -281,7 +283,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
if (!vertex_cache_hit) {
// Initialize data for the current vertex
Shader::AttributeBuffer input;
Shader::AttributeBuffer input, output{};
loader.LoadVertex(base_address, index, vertex, input, memory_accesses);
// Send to vertex shader
@ -290,10 +292,10 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
(void*)&input);
shader_unit.LoadInput(regs.vs, input);
shader_engine->Run(g_state.vs, shader_unit);
shader_unit.WriteOutput(regs.vs, output);
// Retrieve vertex from register data
output_vertex = Shader::OutputVertex::FromRegisters(shader_unit.registers.output,
regs, regs.vs.output_mask);
output_vertex = Shader::OutputVertex::FromAttributeBuffer(regs, output);
if (is_indexed) {
vertex_cache[vertex_cache_pos] = output_vertex;