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-rw-r--r--src/video_core/pica.h11
-rw-r--r--src/video_core/vertex_shader.cpp5
2 files changed, 4 insertions, 12 deletions
diff --git a/src/video_core/pica.h b/src/video_core/pica.h
index e4a5ef78e..d03b811d3 100644
--- a/src/video_core/pica.h
+++ b/src/video_core/pica.h
@@ -39,13 +39,6 @@ namespace Pica {
struct Regs {
-// helper macro to properly align structure members.
-// Calling INSERT_PADDING_WORDS will add a new member variable with a name like "pad121",
-// depending on the current source line to make sure variable names are unique.
-#define INSERT_PADDING_WORDS_HELPER1(x, y) x ## y
-#define INSERT_PADDING_WORDS_HELPER2(x, y) INSERT_PADDING_WORDS_HELPER1(x, y)
-#define INSERT_PADDING_WORDS(num_words) u32 INSERT_PADDING_WORDS_HELPER2(pad, __LINE__)[(num_words)];
-
INSERT_PADDING_WORDS(0x10);
u32 trigger_irq;
@@ -709,10 +702,6 @@ struct Regs {
INSERT_PADDING_WORDS(0x22);
-#undef INSERT_PADDING_WORDS_HELPER1
-#undef INSERT_PADDING_WORDS_HELPER2
-#undef INSERT_PADDING_WORDS
-
// Map register indices to names readable by humans
// Used for debugging purposes, so performance is not an issue here
static std::string GetCommandName(int index) {
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp
index def868ac7..bc8c0041c 100644
--- a/src/video_core/vertex_shader.cpp
+++ b/src/video_core/vertex_shader.cpp
@@ -90,6 +90,7 @@ struct VertexShaderState {
u8 repeat_counter; // How often to repeat until this call stack element is removed
u8 loop_increment; // Which value to add to the loop counter after an iteration
// TODO: Should this be a signed value? Does it even matter?
+ u32 loop_address; // The address where we'll return to after each loop iteration
};
// TODO: Is there a maximal size for this?
@@ -115,6 +116,8 @@ static void ProcessShaderCode(VertexShaderState& state) {
if (top.repeat_counter-- == 0) {
state.program_counter = &shader_memory[top.return_address];
state.call_stack.pop();
+ } else {
+ state.program_counter = &shader_memory[top.loop_address];
}
// TODO: Is "trying again" accurate to hardware?
@@ -129,7 +132,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
static auto call = [](VertexShaderState& state, u32 offset, u32 num_instructions,
u32 return_offset, u8 repeat_count, u8 loop_increment) {
state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
- state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment });
+ state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment, offset });
};
u32 binary_offset = state.program_counter - shader_memory.data();