Pica/VertexShader: Small optimization.
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@ -118,9 +118,9 @@ static void ProcessShaderCode(VertexShaderState& state) {
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const Instruction& instr = *(const Instruction*)state.program_counter;
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const Instruction& instr = *(const Instruction*)state.program_counter;
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const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
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const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
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auto call = [&](std::stack<VertexShaderState::CallStackElement>& stack, u32 offset, u32 num_instructions, u32 return_offset) {
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auto call = [&](VertexShaderState& state, u32 offset, u32 num_instructions, u32 return_offset) {
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state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
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state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
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stack.push({ offset + num_instructions, return_offset });
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state.call_stack.push({ offset + num_instructions, return_offset });
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};
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};
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u32 binary_offset = state.program_counter - shader_memory.data();
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u32 binary_offset = state.program_counter - shader_memory.data();
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@ -356,7 +356,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
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break;
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break;
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case Instruction::OpCode::CALL:
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case Instruction::OpCode::CALL:
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call(state.call_stack,
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call(state,
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instr.flow_control.dest_offset,
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instr.flow_control.dest_offset,
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instr.flow_control.num_instructions,
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instr.flow_control.num_instructions,
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binary_offset + 1);
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binary_offset + 1);
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@ -367,12 +367,12 @@ static void ProcessShaderCode(VertexShaderState& state) {
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case Instruction::OpCode::IFU:
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case Instruction::OpCode::IFU:
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if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) {
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if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) {
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call(state.call_stack,
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call(state,
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binary_offset + 1,
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binary_offset + 1,
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instr.flow_control.dest_offset - binary_offset - 1,
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instr.flow_control.dest_offset - binary_offset - 1,
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instr.flow_control.dest_offset + instr.flow_control.num_instructions);
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instr.flow_control.dest_offset + instr.flow_control.num_instructions);
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} else {
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} else {
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call(state.call_stack,
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call(state,
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instr.flow_control.dest_offset,
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instr.flow_control.dest_offset,
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instr.flow_control.num_instructions,
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instr.flow_control.num_instructions,
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instr.flow_control.dest_offset + instr.flow_control.num_instructions);
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instr.flow_control.dest_offset + instr.flow_control.num_instructions);
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@ -407,12 +407,12 @@ static void ProcessShaderCode(VertexShaderState& state) {
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}
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}
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if (results[2]) {
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if (results[2]) {
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call(state.call_stack,
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call(state,
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binary_offset + 1,
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binary_offset + 1,
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instr.flow_control.dest_offset - binary_offset - 1,
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instr.flow_control.dest_offset - binary_offset - 1,
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instr.flow_control.dest_offset + instr.flow_control.num_instructions);
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instr.flow_control.dest_offset + instr.flow_control.num_instructions);
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} else {
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} else {
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call(state.call_stack,
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call(state,
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instr.flow_control.dest_offset,
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instr.flow_control.dest_offset,
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instr.flow_control.num_instructions,
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instr.flow_control.num_instructions,
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instr.flow_control.dest_offset + instr.flow_control.num_instructions);
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instr.flow_control.dest_offset + instr.flow_control.num_instructions);
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