Add immediate mode vertex submission
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15c904d19d
commit
141fe87a0f
21 changed files with 177 additions and 61 deletions
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@ -15,6 +15,7 @@
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#include "video_core/clipper.h"
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#include "video_core/command_processor.h"
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#include "video_core/pica.h"
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#include "video_core/pica_state.h"
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#include "video_core/primitive_assembly.h"
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#include "video_core/renderer_base.h"
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#include "video_core/video_core.h"
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@ -73,6 +74,14 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::P3D);
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break;
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case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.index, 0x232):
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if (regs.vs_default_attributes_setup.index == 15) {
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// Reset immediate primitive state
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g_state.immediate.primitive_assembler.Reconfigure(regs.triangle_topology);
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g_state.immediate.attribute_id = 0;
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}
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break;
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// Load default vertex input attributes
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case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[0], 0x233):
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case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[1], 0x234):
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@ -108,11 +117,48 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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attribute.w.ToFloat32());
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// TODO: Verify that this actually modifies the register!
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setup.index = setup.index + 1;
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if (setup.index < 15) {
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setup.index++;
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} else {
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// Put each attribute into an immediate input buffer.
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// When all specified immediate attributes are present, the Vertex Shader is invoked and everything is
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// sent to the primitive assembler.
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auto& immediate_input = g_state.immediate.input;
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auto& immediate_attribute_id = g_state.immediate.attribute_id;
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const auto& attribute_config = regs.vertex_attributes;
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immediate_input.attr[immediate_attribute_id++] = attribute;
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if (immediate_attribute_id >= attribute_config.GetNumTotalAttributes()) {
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immediate_attribute_id = 0;
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Shader::UnitState<false> shader_unit;
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Shader::Setup(shader_unit);
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// Send to vertex shader
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Shader::OutputVertex output = Shader::Run(shader_unit, immediate_input, attribute_config.GetNumTotalAttributes());
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// Send to renderer
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using Pica::Shader::OutputVertex;
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auto AddTriangle = [](const OutputVertex& v0, const OutputVertex& v1, const OutputVertex& v2) {
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VideoCore::g_renderer->rasterizer->AddTriangle(v0, v1, v2);
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};
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g_state.immediate.primitive_assembler.SubmitVertex(output, AddTriangle);
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}
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}
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}
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break;
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}
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case PICA_REG_INDEX(gpu_mode):
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if (regs.gpu_mode == Regs::GPUMode::Configuring && regs.vs_default_attributes_setup.index == 15) {
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// Draw immediate mode triangles when GPU Mode is set to GPUMode::Configuring
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VideoCore::g_renderer->rasterizer->DrawTriangles();
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}
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break;
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case PICA_REG_INDEX_WORKAROUND(command_buffer.trigger[0], 0x23c):
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case PICA_REG_INDEX_WORKAROUND(command_buffer.trigger[1], 0x23d):
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{
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