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Remove late accesses to attribute_config
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@ -198,6 +198,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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const auto& attribute_config = regs.vertex_attributes;
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const u32 base_address = attribute_config.GetPhysicalBaseAddress();
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int num_total_attributes = attribute_config.GetNumTotalAttributes();
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// Information about internal vertex attributes
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u32 vertex_attribute_sources[16];
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@ -207,7 +208,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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u32 vertex_attribute_elements[16] = {};
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u32 vertex_attribute_element_size[16] = {};
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bool vertex_attribute_default[16] = {};
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// Setup attribute data from loaders
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for (int loader = 0; loader < 12; ++loader) {
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const auto& loader_config = attribute_config.attribute_loaders[loader];
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@ -230,6 +231,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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vertex_attribute_formats[attribute_index] = attribute_config.GetFormat(attribute_index);
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vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index);
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vertex_attribute_element_size[attribute_index] = element_size;
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vertex_attribute_default[attribute_index] = attribute_config.IsDefaultAttribute(attribute_index);
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offset += attribute_config.GetStride(attribute_index);
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} else if (attribute_index < 16) {
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// Attribute ids 12, 13, 14 and 15 signify 4, 8, 12 and 16-byte paddings, respectively
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@ -333,7 +335,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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// Initialize data for the current vertex
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Shader::InputVertex input;
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for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
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for (int i = 0; i < num_total_attributes; ++i) {
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if (vertex_attribute_elements[i] != 0) {
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// Default attribute values set if array elements have < 4 components. This
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// is *not* carried over from the default attribute settings even if they're
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@ -362,12 +364,12 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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input.attr[i][comp] = float24::FromFloat32(srcval);
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LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08x + 0x%04x: %f",
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comp, i, vertex, index,
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attribute_config.GetPhysicalBaseAddress(),
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base_address,
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vertex_attribute_sources[i] - base_address,
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vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
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input.attr[i][comp].ToFloat32());
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}
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} else if (attribute_config.IsDefaultAttribute(i)) {
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} else if (vertex_attribute_default[i]) {
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// Load the default attribute if we're configured to do so
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input.attr[i] = g_state.vs.default_attributes[i];
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LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
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@ -385,7 +387,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
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// Send to vertex shader
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output = Shader::Run(shader_unit, input, attribute_config.GetNumTotalAttributes());
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output = Shader::Run(shader_unit, input, num_total_attributes);
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if (is_indexed) {
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vertex_cache[vertex_cache_pos] = output;
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