Pica/CommandProcessor: Properly implement shader load destination offset registers.

master
Tony Wasserka 2015-01-02 20:59:23 +07:00
parent 67120270f2
commit 6c26ec72a5
2 changed files with 10 additions and 20 deletions

@ -25,10 +25,6 @@ static int float_regs_counter = 0;
static u32 uniform_write_buffer[4];
// Used for VSLoadProgramData and VSLoadSwizzleData
static u32 vs_binary_write_offset = 0;
static u32 vs_swizzle_write_offset = 0;
static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
if (id >= registers.NumIds())
@ -258,11 +254,6 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
break;
}
// Seems to be used to reset the write pointer for VSLoadProgramData
case PICA_REG_INDEX(vs_program.begin_load):
vs_binary_write_offset = 0;
break;
// Load shader program code
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[0], 0x2cc):
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[1], 0x2cd):
@ -273,16 +264,11 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[6], 0x2d2):
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[7], 0x2d3):
{
VertexShader::SubmitShaderMemoryChange(vs_binary_write_offset, value);
vs_binary_write_offset++;
VertexShader::SubmitShaderMemoryChange(registers.vs_program.offset, value);
registers.vs_program.offset++;
break;
}
// Seems to be used to reset the write pointer for VSLoadSwizzleData
case PICA_REG_INDEX(vs_swizzle_patterns.begin_load):
vs_swizzle_write_offset = 0;
break;
// Load swizzle pattern data
case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[0], 0x2d6):
case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[1], 0x2d7):
@ -293,8 +279,8 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[6], 0x2dc):
case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[7], 0x2dd):
{
VertexShader::SubmitSwizzleDataChange(vs_swizzle_write_offset, value);
vs_swizzle_write_offset++;
VertexShader::SubmitSwizzleDataChange(registers.vs_swizzle_patterns.offset, value);
registers.vs_swizzle_patterns.offset++;
break;
}

@ -678,7 +678,9 @@ struct Regs {
INSERT_PADDING_WORDS(0x2);
struct {
u32 begin_load;
// Offset of the next instruction to write code to.
// Incremented with each instruction write.
u32 offset;
// Writing to these registers sets the "current" word in the shader program.
// TODO: It's not clear how the hardware stores what the "current" word is.
@ -690,7 +692,9 @@ struct Regs {
// This register group is used to load an internal table of swizzling patterns,
// which are indexed by each shader instruction to specify vector component swizzling.
struct {
u32 begin_load;
// Offset of the next swizzle pattern to write code to.
// Incremented with each instruction write.
u32 offset;
// Writing to these registers sets the "current" swizzle pattern in the table.
// TODO: It's not clear how the hardware stores what the "current" swizzle pattern is.