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Diffstat (limited to 'src/video_core/shader/shader.cpp')
-rw-r--r--src/video_core/shader/shader.cpp39
1 files changed, 20 insertions, 19 deletions
diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp
index f565e2c91..852c5a9a0 100644
--- a/src/video_core/shader/shader.cpp
+++ b/src/video_core/shader/shader.cpp
@@ -46,10 +46,8 @@ OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) {
46 46
47 const auto& output_register_map = g_state.regs.vs_output_attributes[index]; 47 const auto& output_register_map = g_state.regs.vs_output_attributes[index];
48 48
49 u32 semantics[4] = { 49 u32 semantics[4] = {output_register_map.map_x, output_register_map.map_y,
50 output_register_map.map_x, output_register_map.map_y, 50 output_register_map.map_z, output_register_map.map_w};
51 output_register_map.map_z, output_register_map.map_w
52 };
53 51
54 for (unsigned comp = 0; comp < 4; ++comp) { 52 for (unsigned comp = 0; comp < 4; ++comp) {
55 float24* out = ((float24*)&ret) + semantics[comp]; 53 float24* out = ((float24*)&ret) + semantics[comp];
@@ -65,19 +63,20 @@ OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) {
65 index++; 63 index++;
66 } 64 }
67 65
68 // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation 66 // The hardware takes the absolute and saturates vertex colors like this, *before* doing
67 // interpolation
69 for (unsigned i = 0; i < 4; ++i) { 68 for (unsigned i = 0; i < 4; ++i) {
70 ret.color[i] = float24::FromFloat32( 69 ret.color[i] = float24::FromFloat32(std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
71 std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
72 } 70 }
73 71
74 LOG_TRACE(HW_GPU, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), " 72 LOG_TRACE(HW_GPU, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), "
75 "col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)", 73 "col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)",
76 ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(), 74 ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(),
77 ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(), 75 ret.pos.w.ToFloat32(), ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(),
78 ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(), 76 ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(), ret.color.x.ToFloat32(),
79 ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32(), 77 ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
80 ret.view.x.ToFloat32(), ret.view.y.ToFloat32(), ret.view.z.ToFloat32()); 78 ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32(), ret.view.x.ToFloat32(),
79 ret.view.y.ToFloat32(), ret.view.z.ToFloat32());
81 80
82 return ret; 81 return ret;
83} 82}
@@ -96,8 +95,9 @@ void ClearCache() {
96void ShaderSetup::Setup() { 95void ShaderSetup::Setup() {
97#ifdef ARCHITECTURE_x86_64 96#ifdef ARCHITECTURE_x86_64
98 if (VideoCore::g_shader_jit_enabled) { 97 if (VideoCore::g_shader_jit_enabled) {
99 u64 cache_key = (Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^ 98 u64 cache_key =
100 Common::ComputeHash64(&g_state.vs.swizzle_data, sizeof(g_state.vs.swizzle_data))); 99 (Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^
100 Common::ComputeHash64(&g_state.vs.swizzle_data, sizeof(g_state.vs.swizzle_data)));
101 101
102 auto iter = shader_map.find(cache_key); 102 auto iter = shader_map.find(cache_key);
103 if (iter != shader_map.end()) { 103 if (iter != shader_map.end()) {
@@ -127,7 +127,7 @@ void ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num
127 const auto& attribute_register_map = config.input_register_map; 127 const auto& attribute_register_map = config.input_register_map;
128 128
129 for (unsigned i = 0; i < num_attributes; i++) 129 for (unsigned i = 0; i < num_attributes; i++)
130 state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i]; 130 state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
131 131
132 state.conditional_code[0] = false; 132 state.conditional_code[0] = false;
133 state.conditional_code[1] = false; 133 state.conditional_code[1] = false;
@@ -140,10 +140,11 @@ void ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num
140#else 140#else
141 RunInterpreter(setup, state, config.main_offset); 141 RunInterpreter(setup, state, config.main_offset);
142#endif // ARCHITECTURE_x86_64 142#endif // ARCHITECTURE_x86_64
143
144} 143}
145 144
146DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) { 145DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes,
146 const Regs::ShaderConfig& config,
147 const ShaderSetup& setup) {
147 UnitState<true> state; 148 UnitState<true> state;
148 149
149 state.debug.max_offset = 0; 150 state.debug.max_offset = 0;
@@ -155,7 +156,7 @@ DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_
155 boost::fill(state.registers.input, &dummy_register); 156 boost::fill(state.registers.input, &dummy_register);
156 157
157 for (unsigned i = 0; i < num_attributes; i++) 158 for (unsigned i = 0; i < num_attributes; i++)
158 state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i]; 159 state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
159 160
160 state.conditional_code[0] = false; 161 state.conditional_code[0] = false;
161 state.conditional_code[1] = false; 162 state.conditional_code[1] = false;