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-rw-r--r--src/video_core/vertex_shader.cpp44
1 files changed, 24 insertions, 20 deletions
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp
index 4eb3e743e..e8d865172 100644
--- a/src/video_core/vertex_shader.cpp
+++ b/src/video_core/vertex_shader.cpp
@@ -72,7 +72,7 @@ struct VertexShaderState {
u32* program_counter;
const float24* input_register_table[16];
- float24* output_register_table[7*4];
+ Math::Vec4<float24> output_registers[16];
Math::Vec4<float24> temporary_registers[16];
bool conditional_code[2];
@@ -198,8 +198,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
src2[3] = src2[3] * float24::FromFloat32(-1);
}
- float24* dest = (instr.common.dest.Value() < 0x08) ? state.output_register_table[4*instr.common.dest.Value().GetIndex()]
- : (instr.common.dest.Value() < 0x10) ? dummy_vec4_float24
+ float24* dest = (instr.common.dest.Value() < 0x10) ? &state.output_registers[instr.common.dest.Value().GetIndex()][0]
: (instr.common.dest.Value() < 0x20) ? &state.temporary_registers[instr.common.dest.Value().GetIndex()][0]
: dummy_vec4_float24;
@@ -409,8 +408,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
src3[3] = src3[3] * float24::FromFloat32(-1);
}
- float24* dest = (instr.mad.dest.Value() < 0x08) ? state.output_register_table[4*instr.mad.dest.Value().GetIndex()]
- : (instr.mad.dest.Value() < 0x10) ? dummy_vec4_float24
+ float24* dest = (instr.mad.dest.Value() < 0x10) ? &state.output_registers[instr.mad.dest.Value().GetIndex()][0]
: (instr.mad.dest.Value() < 0x20) ? &state.temporary_registers[instr.mad.dest.Value().GetIndex()][0]
: dummy_vec4_float24;
@@ -587,12 +585,18 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes) {
if(num_attributes > 14) state.input_register_table[attribute_register_map.attribute14_register] = &input.attr[14].x;
if(num_attributes > 15) state.input_register_table[attribute_register_map.attribute15_register] = &input.attr[15].x;
- // Setup output register table
- OutputVertex ret;
- // Zero output so that attributes which aren't output won't have denormals in them, which will
- // slow us down later.
- memset(&ret, 0, sizeof(ret));
+ state.conditional_code[0] = false;
+ state.conditional_code[1] = false;
+
+ ProcessShaderCode(state);
+ DebugUtils::DumpShader(shader_memory.data(), state.debug.max_offset, swizzle_data.data(),
+ state.debug.max_opdesc_id, registers.vs_main_offset,
+ registers.vs_output_attributes);
+ // Setup output data
+ 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 = registers.vs_output_attributes[i];
@@ -601,18 +605,18 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes) {
output_register_map.map_z, output_register_map.map_w
};
- for (int comp = 0; comp < 4; ++comp)
- state.output_register_table[4*i+comp] = ((float24*)&ret) + semantics[comp];
+ for (int comp = 0; comp < 4; ++comp) {
+ float24* out = ((float24*)&ret) + semantics[comp];
+ if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
+ *out = state.output_registers[i][comp];
+ } else {
+ // Zero output so that attributes which aren't output won't have denormals in them,
+ // which would slow us down later.
+ memset(out, 0, sizeof(*out));
+ }
+ }
}
- state.conditional_code[0] = false;
- state.conditional_code[1] = false;
-
- ProcessShaderCode(state);
- DebugUtils::DumpShader(shader_memory.data(), state.debug.max_offset, swizzle_data.data(),
- state.debug.max_opdesc_id, registers.vs_main_offset,
- registers.vs_output_attributes);
-
LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)",
ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),