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Diffstat (limited to 'src/video_core/vertex_shader.cpp')
-rw-r--r--src/video_core/vertex_shader.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp
index def868ac7..bc8c0041c 100644
--- a/src/video_core/vertex_shader.cpp
+++ b/src/video_core/vertex_shader.cpp
@@ -90,6 +90,7 @@ struct VertexShaderState {
90 u8 repeat_counter; // How often to repeat until this call stack element is removed 90 u8 repeat_counter; // How often to repeat until this call stack element is removed
91 u8 loop_increment; // Which value to add to the loop counter after an iteration 91 u8 loop_increment; // Which value to add to the loop counter after an iteration
92 // TODO: Should this be a signed value? Does it even matter? 92 // TODO: Should this be a signed value? Does it even matter?
93 u32 loop_address; // The address where we'll return to after each loop iteration
93 }; 94 };
94 95
95 // TODO: Is there a maximal size for this? 96 // TODO: Is there a maximal size for this?
@@ -115,6 +116,8 @@ static void ProcessShaderCode(VertexShaderState& state) {
115 if (top.repeat_counter-- == 0) { 116 if (top.repeat_counter-- == 0) {
116 state.program_counter = &shader_memory[top.return_address]; 117 state.program_counter = &shader_memory[top.return_address];
117 state.call_stack.pop(); 118 state.call_stack.pop();
119 } else {
120 state.program_counter = &shader_memory[top.loop_address];
118 } 121 }
119 122
120 // TODO: Is "trying again" accurate to hardware? 123 // TODO: Is "trying again" accurate to hardware?
@@ -129,7 +132,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
129 static auto call = [](VertexShaderState& state, u32 offset, u32 num_instructions, 132 static auto call = [](VertexShaderState& state, u32 offset, u32 num_instructions,
130 u32 return_offset, u8 repeat_count, u8 loop_increment) { 133 u32 return_offset, u8 repeat_count, u8 loop_increment) {
131 state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset 134 state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
132 state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment }); 135 state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment, offset });
133 }; 136 };
134 u32 binary_offset = state.program_counter - shader_memory.data(); 137 u32 binary_offset = state.program_counter - shader_memory.data();
135 138