GPU: Renamed ShaderType to ShaderStage as that is less confusing.

This commit is contained in:
Subv
2018-03-17 17:08:26 -05:00
parent 88698c156f
commit ccb8da1512
2 changed files with 19 additions and 19 deletions

View File

@ -44,23 +44,23 @@ void Maxwell3D::WriteReg(u32 method, u32 value) {
break;
}
case MAXWELL3D_REG_INDEX(cb_bind[0].raw_config): {
ProcessCBBind(Regs::ShaderType::Vertex);
ProcessCBBind(Regs::ShaderStage::Vertex);
break;
}
case MAXWELL3D_REG_INDEX(cb_bind[1].raw_config): {
ProcessCBBind(Regs::ShaderType::TesselationControl);
ProcessCBBind(Regs::ShaderStage::TesselationControl);
break;
}
case MAXWELL3D_REG_INDEX(cb_bind[2].raw_config): {
ProcessCBBind(Regs::ShaderType::TesselationEval);
ProcessCBBind(Regs::ShaderStage::TesselationEval);
break;
}
case MAXWELL3D_REG_INDEX(cb_bind[3].raw_config): {
ProcessCBBind(Regs::ShaderType::Geometry);
ProcessCBBind(Regs::ShaderStage::Geometry);
break;
}
case MAXWELL3D_REG_INDEX(cb_bind[4].raw_config): {
ProcessCBBind(Regs::ShaderType::Fragment);
ProcessCBBind(Regs::ShaderStage::Fragment);
break;
}
case MAXWELL3D_REG_INDEX(draw.vertex_end_gl): {
@ -106,18 +106,18 @@ void Maxwell3D::SetShader(const std::vector<u32>& parameters) {
* [0] = Shader Program.
* [1] = Unknown, presumably the shader id.
* [2] = Offset to the start of the shader, after the 0x30 bytes header.
* [3] = Shader Type.
* [3] = Shader Stage.
* [4] = Const Buffer Address >> 8.
*/
auto shader_program = static_cast<Regs::ShaderProgram>(parameters[0]);
// TODO(Subv): This address is probably an offset from the CODE_ADDRESS register.
GPUVAddr address = parameters[2];
auto shader_type = static_cast<Regs::ShaderType>(parameters[3]);
auto shader_stage = static_cast<Regs::ShaderStage>(parameters[3]);
GPUVAddr cb_address = parameters[4] << 8;
auto& shader = state.shader_programs[static_cast<size_t>(shader_program)];
shader.program = shader_program;
shader.type = shader_type;
shader.stage = shader_stage;
shader.address = address;
// Perform the same operations as the real macro code.
@ -135,13 +135,13 @@ void Maxwell3D::SetShader(const std::vector<u32>& parameters) {
// Write a hardcoded 0x11 to CB_BIND, this binds the current const buffer to buffer c1[] in the
// 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);
regs.cb_bind[static_cast<size_t>(shader_stage)].valid.Assign(1);
regs.cb_bind[static_cast<size_t>(shader_stage)].index.Assign(1);
ProcessCBBind(shader_type);
ProcessCBBind(shader_stage);
}
void Maxwell3D::ProcessCBBind(Regs::ShaderType stage) {
void Maxwell3D::ProcessCBBind(Regs::ShaderStage 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)];