diff options
Diffstat (limited to 'src/video_core')
-rw-r--r-- | src/video_core/pica.h | 11 | ||||
-rw-r--r-- | src/video_core/vertex_shader.cpp | 5 |
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(); |