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-rw-r--r--src/video_core/command_processor.cpp48
1 files changed, 47 insertions, 1 deletions
diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp
index 73fdfbe9c..2f92be661 100644
--- a/src/video_core/command_processor.cpp
+++ b/src/video_core/command_processor.cpp
@@ -15,6 +15,7 @@
#include "video_core/clipper.h"
#include "video_core/command_processor.h"
#include "video_core/pica.h"
+#include "video_core/pica_state.h"
#include "video_core/primitive_assembly.h"
#include "video_core/renderer_base.h"
#include "video_core/video_core.h"
@@ -73,6 +74,14 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::P3D);
break;
+ case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.index, 0x232):
+ if (regs.vs_default_attributes_setup.index == 15) {
+ // Reset immediate primitive state
+ g_state.immediate.primitive_assembler.Reconfigure(regs.triangle_topology);
+ g_state.immediate.attribute_id = 0;
+ }
+ break;
+
// Load default vertex input attributes
case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[0], 0x233):
case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[1], 0x234):
@@ -108,11 +117,48 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
attribute.w.ToFloat32());
// TODO: Verify that this actually modifies the register!
- setup.index = setup.index + 1;
+ if (setup.index < 15) {
+ setup.index++;
+ } else {
+ // Put each attribute into an immediate input buffer.
+ // When all specified immediate attributes are present, the Vertex Shader is invoked and everything is
+ // sent to the primitive assembler.
+
+ auto& immediate_input = g_state.immediate.input;
+ auto& immediate_attribute_id = g_state.immediate.attribute_id;
+ const auto& attribute_config = regs.vertex_attributes;
+
+ immediate_input.attr[immediate_attribute_id++] = attribute;
+
+ if (immediate_attribute_id >= attribute_config.GetNumTotalAttributes()) {
+ immediate_attribute_id = 0;
+
+ Shader::UnitState<false> shader_unit;
+ Shader::Setup(shader_unit);
+
+ // Send to vertex shader
+ Shader::OutputVertex output = Shader::Run(shader_unit, immediate_input, attribute_config.GetNumTotalAttributes());
+
+ // Send to renderer
+ using Pica::Shader::OutputVertex;
+ auto AddTriangle = [](const OutputVertex& v0, const OutputVertex& v1, const OutputVertex& v2) {
+ VideoCore::g_renderer->rasterizer->AddTriangle(v0, v1, v2);
+ };
+
+ g_state.immediate.primitive_assembler.SubmitVertex(output, AddTriangle);
+ }
+ }
}
break;
}
+ case PICA_REG_INDEX(gpu_mode):
+ if (regs.gpu_mode == Regs::GPUMode::Configuring && regs.vs_default_attributes_setup.index == 15) {
+ // Draw immediate mode triangles when GPU Mode is set to GPUMode::Configuring
+ VideoCore::g_renderer->rasterizer->DrawTriangles();
+ }
+ break;
+
case PICA_REG_INDEX_WORKAROUND(command_buffer.trigger[0], 0x23c):
case PICA_REG_INDEX_WORKAROUND(command_buffer.trigger[1], 0x23d):
{