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-rw-r--r--src/video_core/shader/shader.cpp18
1 files changed, 14 insertions, 4 deletions
diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp
index 509558fc0..eb1db0778 100644
--- a/src/video_core/shader/shader.cpp
+++ b/src/video_core/shader/shader.cpp
@@ -121,15 +121,23 @@ OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attr
OutputVertex ret;
// TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to
// figure out what those circumstances are and enable the remaining outputs then.
- for (int i = 0; i < 7; ++i) {
- const auto& output_register_map = g_state.regs.vs_output_attributes[i]; // TODO: Don't hardcode VS here
+ unsigned index = 0;
+ for (unsigned i = 0; i < 7; ++i) {
+
+ if (index >= g_state.regs.vs_output_total)
+ break;
+
+ if ((g_state.regs.vs.output_mask & (1 << i)) == 0)
+ continue;
+
+ const auto& output_register_map = g_state.regs.vs_output_attributes[index]; // TODO: Don't hardcode VS here
u32 semantics[4] = {
output_register_map.map_x, output_register_map.map_y,
output_register_map.map_z, output_register_map.map_w
};
- for (int comp = 0; comp < 4; ++comp) {
+ for (unsigned comp = 0; comp < 4; ++comp) {
float24* out = ((float24*)&ret) + semantics[comp];
if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
*out = state.registers.output[i][comp];
@@ -139,10 +147,12 @@ OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attr
memset(out, 0, sizeof(*out));
}
}
+
+ index++;
}
// The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation
- for (int i = 0; i < 4; ++i) {
+ for (unsigned i = 0; i < 4; ++i) {
ret.color[i] = float24::FromFloat32(
std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
}