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authorbunnei <bunneidev@gmail.com>2015-01-02 02:54:45 +0100
committerbunnei <bunneidev@gmail.com>2015-01-02 02:54:45 +0100
commit7c8f6ca0511b35c8a56dce466df01f6364728581 (patch)
treebd1fa3b50c090786dd0f91669702ebf010d2a900 /src/video_core/vertex_shader.cpp
parentMerge pull request #379 from lioncash/sh (diff)
parentPica/Rasterizer: Remove some redundant casts. (diff)
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Diffstat (limited to 'src/video_core/vertex_shader.cpp')
-rw-r--r--src/video_core/vertex_shader.cpp27
1 files changed, 13 insertions, 14 deletions
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp
index bed5081a0..ff825e2e1 100644
--- a/src/video_core/vertex_shader.cpp
+++ b/src/video_core/vertex_shader.cpp
@@ -30,6 +30,8 @@ static struct {
Math::Vec4<float24> f[96];
std::array<bool,16> b;
+
+ std::array<Math::Vec4<u8>,4> i;
} shader_uniforms;
// TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to!
@@ -37,33 +39,31 @@ static struct {
static std::array<u32, 1024> shader_memory;
static std::array<u32, 1024> swizzle_data;
-void SubmitShaderMemoryChange(u32 addr, u32 value)
-{
+void SubmitShaderMemoryChange(u32 addr, u32 value) {
shader_memory[addr] = value;
}
-void SubmitSwizzleDataChange(u32 addr, u32 value)
-{
+void SubmitSwizzleDataChange(u32 addr, u32 value) {
swizzle_data[addr] = value;
}
-Math::Vec4<float24>& GetFloatUniform(u32 index)
-{
+Math::Vec4<float24>& GetFloatUniform(u32 index) {
return shader_uniforms.f[index];
}
-bool& GetBoolUniform(u32 index)
-{
+bool& GetBoolUniform(u32 index) {
return shader_uniforms.b[index];
}
-const std::array<u32, 1024>& GetShaderBinary()
-{
+Math::Vec4<u8>& GetIntUniform(u32 index) {
+ return shader_uniforms.i[index];
+}
+
+const std::array<u32, 1024>& GetShaderBinary() {
return shader_memory;
}
-const std::array<u32, 1024>& GetSwizzlePatterns()
-{
+const std::array<u32, 1024>& GetSwizzlePatterns() {
return swizzle_data;
}
@@ -437,8 +437,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
}
}
-OutputVertex RunShader(const InputVertex& input, int num_attributes)
-{
+OutputVertex RunShader(const InputVertex& input, int num_attributes) {
VertexShaderState state;
const u32* main = &shader_memory[registers.vs_main_offset];