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author | Subv <subv2112@gmail.com> | 2015-04-11 20:53:35 +0200 |
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committer | Subv <subv2112@gmail.com> | 2015-05-07 01:11:46 +0200 |
commit | 0e5ca080a86a6e393eab1a11075561a62a2e01f9 (patch) | |
tree | cf37d6291c720f06311a5403acb37d5b6a82d18e /src/video_core/vertex_shader.cpp | |
parent | Merge pull request #683 from bunnei/thread-priority (diff) | |
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Diffstat (limited to 'src/video_core/vertex_shader.cpp')
-rw-r--r-- | src/video_core/vertex_shader.cpp | 39 |
1 files changed, 23 insertions, 16 deletions
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp index e8d865172..51f4e58bf 100644 --- a/src/video_core/vertex_shader.cpp +++ b/src/video_core/vertex_shader.cpp @@ -35,6 +35,8 @@ static struct { std::array<Math::Vec4<u8>,4> i; } shader_uniforms; +static Math::Vec4<float24> vs_default_attributes[16]; + // TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to! // For now, we just keep these local arrays around. static std::array<u32, 1024> shader_memory; @@ -60,6 +62,10 @@ Math::Vec4<u8>& GetIntUniform(u32 index) { return shader_uniforms.i[index]; } +Math::Vec4<float24>& GetDefaultAttribute(u32 index) { + return vs_default_attributes[index]; +} + const std::array<u32, 1024>& GetShaderBinary() { return shader_memory; } @@ -568,22 +574,23 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes) { const auto& attribute_register_map = registers.vs_input_register_map; float24 dummy_register; boost::fill(state.input_register_table, &dummy_register); - if(num_attributes > 0) state.input_register_table[attribute_register_map.attribute0_register] = &input.attr[0].x; - if(num_attributes > 1) state.input_register_table[attribute_register_map.attribute1_register] = &input.attr[1].x; - if(num_attributes > 2) state.input_register_table[attribute_register_map.attribute2_register] = &input.attr[2].x; - if(num_attributes > 3) state.input_register_table[attribute_register_map.attribute3_register] = &input.attr[3].x; - if(num_attributes > 4) state.input_register_table[attribute_register_map.attribute4_register] = &input.attr[4].x; - if(num_attributes > 5) state.input_register_table[attribute_register_map.attribute5_register] = &input.attr[5].x; - if(num_attributes > 6) state.input_register_table[attribute_register_map.attribute6_register] = &input.attr[6].x; - if(num_attributes > 7) state.input_register_table[attribute_register_map.attribute7_register] = &input.attr[7].x; - if(num_attributes > 8) state.input_register_table[attribute_register_map.attribute8_register] = &input.attr[8].x; - if(num_attributes > 9) state.input_register_table[attribute_register_map.attribute9_register] = &input.attr[9].x; - if(num_attributes > 10) state.input_register_table[attribute_register_map.attribute10_register] = &input.attr[10].x; - if(num_attributes > 11) state.input_register_table[attribute_register_map.attribute11_register] = &input.attr[11].x; - if(num_attributes > 12) state.input_register_table[attribute_register_map.attribute12_register] = &input.attr[12].x; - if(num_attributes > 13) state.input_register_table[attribute_register_map.attribute13_register] = &input.attr[13].x; - 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; + + if (num_attributes > 0) state.input_register_table[attribute_register_map.attribute0_register] = &input.attr[0].x; + if (num_attributes > 1) state.input_register_table[attribute_register_map.attribute1_register] = &input.attr[1].x; + if (num_attributes > 2) state.input_register_table[attribute_register_map.attribute2_register] = &input.attr[2].x; + if (num_attributes > 3) state.input_register_table[attribute_register_map.attribute3_register] = &input.attr[3].x; + if (num_attributes > 4) state.input_register_table[attribute_register_map.attribute4_register] = &input.attr[4].x; + if (num_attributes > 5) state.input_register_table[attribute_register_map.attribute5_register] = &input.attr[5].x; + if (num_attributes > 6) state.input_register_table[attribute_register_map.attribute6_register] = &input.attr[6].x; + if (num_attributes > 7) state.input_register_table[attribute_register_map.attribute7_register] = &input.attr[7].x; + if (num_attributes > 8) state.input_register_table[attribute_register_map.attribute8_register] = &input.attr[8].x; + if (num_attributes > 9) state.input_register_table[attribute_register_map.attribute9_register] = &input.attr[9].x; + if (num_attributes > 10) state.input_register_table[attribute_register_map.attribute10_register] = &input.attr[10].x; + if (num_attributes > 11) state.input_register_table[attribute_register_map.attribute11_register] = &input.attr[11].x; + if (num_attributes > 12) state.input_register_table[attribute_register_map.attribute12_register] = &input.attr[12].x; + if (num_attributes > 13) state.input_register_table[attribute_register_map.attribute13_register] = &input.attr[13].x; + 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; state.conditional_code[0] = false; state.conditional_code[1] = false; |