VideoCore: Split geometry pipeline regs from Regs struct
This commit is contained in:
		@@ -34,6 +34,7 @@ set(HEADERS
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            rasterizer_interface.h
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            regs_framebuffer.h
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            regs_lighting.h
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            regs_pipeline.h
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            regs_rasterizer.h
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            regs_texturing.h
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            renderer_base.h
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@@ -74,23 +74,23 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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        Service::GSP::SignalInterrupt(Service::GSP::InterruptId::P3D);
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        break;
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    case PICA_REG_INDEX_WORKAROUND(triangle_topology, 0x25E):
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        g_state.primitive_assembler.Reconfigure(regs.triangle_topology);
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    case PICA_REG_INDEX(pipeline.triangle_topology):
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        g_state.primitive_assembler.Reconfigure(regs.pipeline.triangle_topology);
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        break;
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    case PICA_REG_INDEX_WORKAROUND(restart_primitive, 0x25F):
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    case PICA_REG_INDEX(pipeline.restart_primitive):
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        g_state.primitive_assembler.Reset();
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        break;
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    case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.index, 0x232):
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    case PICA_REG_INDEX(pipeline.vs_default_attributes_setup.index):
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        g_state.immediate.current_attribute = 0;
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        default_attr_counter = 0;
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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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    case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[2], 0x235): {
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    case PICA_REG_INDEX_WORKAROUND(pipeline.vs_default_attributes_setup.set_value[0], 0x233):
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    case PICA_REG_INDEX_WORKAROUND(pipeline.vs_default_attributes_setup.set_value[1], 0x234):
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    case PICA_REG_INDEX_WORKAROUND(pipeline.vs_default_attributes_setup.set_value[2], 0x235): {
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        // TODO: Does actual hardware indeed keep an intermediate buffer or does
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        //       it directly write the values?
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        default_attr_write_buffer[default_attr_counter++] = value;
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@@ -102,7 +102,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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        if (default_attr_counter >= 3) {
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            default_attr_counter = 0;
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            auto& setup = regs.vs_default_attributes_setup;
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            auto& setup = regs.pipeline.vs_default_attributes_setup;
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            if (setup.index >= 16) {
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                LOG_ERROR(HW_GPU, "Invalid VS default attribute index %d", (int)setup.index);
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@@ -137,7 +137,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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                immediate_input.attr[immediate_attribute_id] = attribute;
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                if (immediate_attribute_id < regs.max_input_attrib_index) {
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                if (immediate_attribute_id < regs.pipeline.max_input_attrib_index) {
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                    immediate_attribute_id += 1;
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                } else {
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                    MICROPROFILE_SCOPE(GPU_Drawing);
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@@ -173,8 +173,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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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) {
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    case PICA_REG_INDEX(pipeline.gpu_mode):
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        if (regs.pipeline.gpu_mode == PipelineRegs::GPUMode::Configuring) {
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            MICROPROFILE_SCOPE(GPU_Drawing);
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            // Draw immediate mode triangles when GPU Mode is set to GPUMode::Configuring
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@@ -186,19 +186,20 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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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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        unsigned index = static_cast<unsigned>(id - PICA_REG_INDEX(command_buffer.trigger[0]));
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        u32* head_ptr =
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            (u32*)Memory::GetPhysicalPointer(regs.command_buffer.GetPhysicalAddress(index));
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    case PICA_REG_INDEX_WORKAROUND(pipeline.command_buffer.trigger[0], 0x23c):
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    case PICA_REG_INDEX_WORKAROUND(pipeline.command_buffer.trigger[1], 0x23d): {
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        unsigned index =
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            static_cast<unsigned>(id - PICA_REG_INDEX(pipeline.command_buffer.trigger[0]));
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        u32* head_ptr = (u32*)Memory::GetPhysicalPointer(
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            regs.pipeline.command_buffer.GetPhysicalAddress(index));
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        g_state.cmd_list.head_ptr = g_state.cmd_list.current_ptr = head_ptr;
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        g_state.cmd_list.length = regs.command_buffer.GetSize(index) / sizeof(u32);
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        g_state.cmd_list.length = regs.pipeline.command_buffer.GetSize(index) / sizeof(u32);
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        break;
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    }
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    // It seems like these trigger vertex rendering
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    case PICA_REG_INDEX(trigger_draw):
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    case PICA_REG_INDEX(trigger_draw_indexed): {
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    case PICA_REG_INDEX(pipeline.trigger_draw):
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    case PICA_REG_INDEX(pipeline.trigger_draw_indexed): {
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        MICROPROFILE_SCOPE(GPU_Drawing);
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#if PICA_LOG_TEV
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@@ -210,13 +211,13 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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        // Processes information about internal vertex attributes to figure out how a vertex is
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        // loaded.
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        // Later, these can be compiled and cached.
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        const u32 base_address = regs.vertex_attributes.GetPhysicalBaseAddress();
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        VertexLoader loader(regs);
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        const u32 base_address = regs.pipeline.vertex_attributes.GetPhysicalBaseAddress();
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        VertexLoader loader(regs.pipeline);
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        // Load vertices
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        bool is_indexed = (id == PICA_REG_INDEX(trigger_draw_indexed));
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        bool is_indexed = (id == PICA_REG_INDEX(pipeline.trigger_draw_indexed));
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        const auto& index_info = regs.index_array;
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        const auto& index_info = regs.pipeline.index_array;
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        const u8* index_address_8 = Memory::GetPhysicalPointer(base_address + index_info.offset);
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        const u16* index_address_16 = reinterpret_cast<const u16*>(index_address_8);
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        bool index_u16 = index_info.format != 0;
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@@ -254,11 +255,11 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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        shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset);
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        for (unsigned int index = 0; index < regs.num_vertices; ++index) {
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        for (unsigned int index = 0; index < regs.pipeline.num_vertices; ++index) {
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            // Indexed rendering doesn't use the start offset
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            unsigned int vertex =
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                is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index])
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                           : (index + regs.vertex_offset);
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                           : (index + regs.pipeline.vertex_offset);
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            // -1 is a common special value used for primitive restart. Since it's unknown if
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            // the PICA supports it, and it would mess up the caching, guard against it here.
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@@ -513,6 +513,6 @@ void State::Reset() {
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    Zero(gs);
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    Zero(cmd_list);
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    Zero(immediate);
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    primitive_assembler.Reconfigure(Regs::TriangleTopology::List);
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    primitive_assembler.Reconfigure(PipelineRegs::TriangleTopology::List);
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}
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}
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@@ -20,6 +20,7 @@
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#include "common/vector_math.h"
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#include "video_core/regs_framebuffer.h"
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#include "video_core/regs_lighting.h"
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#include "video_core/regs_pipeline.h"
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#include "video_core/regs_rasterizer.h"
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#include "video_core/regs_texturing.h"
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@@ -55,210 +56,7 @@ struct Regs {
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    TexturingRegs texturing;
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    FramebufferRegs framebuffer;
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    LightingRegs lighting;
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    enum class VertexAttributeFormat : u64 {
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        BYTE = 0,
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        UBYTE = 1,
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        SHORT = 2,
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        FLOAT = 3,
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    };
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    struct {
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        BitField<0, 29, u32> base_address;
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        u32 GetPhysicalBaseAddress() const {
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            return DecodeAddressRegister(base_address);
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        }
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        // Descriptor for internal vertex attributes
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        union {
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            BitField<0, 2, VertexAttributeFormat> format0; // size of one element
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            BitField<2, 2, u64> size0;                     // number of elements minus 1
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            BitField<4, 2, VertexAttributeFormat> format1;
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            BitField<6, 2, u64> size1;
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            BitField<8, 2, VertexAttributeFormat> format2;
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            BitField<10, 2, u64> size2;
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            BitField<12, 2, VertexAttributeFormat> format3;
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            BitField<14, 2, u64> size3;
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            BitField<16, 2, VertexAttributeFormat> format4;
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            BitField<18, 2, u64> size4;
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            BitField<20, 2, VertexAttributeFormat> format5;
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            BitField<22, 2, u64> size5;
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            BitField<24, 2, VertexAttributeFormat> format6;
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            BitField<26, 2, u64> size6;
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            BitField<28, 2, VertexAttributeFormat> format7;
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            BitField<30, 2, u64> size7;
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            BitField<32, 2, VertexAttributeFormat> format8;
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            BitField<34, 2, u64> size8;
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            BitField<36, 2, VertexAttributeFormat> format9;
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            BitField<38, 2, u64> size9;
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            BitField<40, 2, VertexAttributeFormat> format10;
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            BitField<42, 2, u64> size10;
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            BitField<44, 2, VertexAttributeFormat> format11;
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            BitField<46, 2, u64> size11;
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            BitField<48, 12, u64> attribute_mask;
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            // number of total attributes minus 1
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            BitField<60, 4, u64> max_attribute_index;
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        };
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        inline VertexAttributeFormat GetFormat(int n) const {
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            VertexAttributeFormat formats[] = {format0, format1, format2,  format3,
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                                               format4, format5, format6,  format7,
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                                               format8, format9, format10, format11};
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            return formats[n];
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        }
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        inline int GetNumElements(int n) const {
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            u64 sizes[] = {size0, size1, size2, size3, size4,  size5,
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                           size6, size7, size8, size9, size10, size11};
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            return (int)sizes[n] + 1;
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        }
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        inline int GetElementSizeInBytes(int n) const {
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            return (GetFormat(n) == VertexAttributeFormat::FLOAT)
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                       ? 4
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                       : (GetFormat(n) == VertexAttributeFormat::SHORT) ? 2 : 1;
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        }
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        inline int GetStride(int n) const {
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            return GetNumElements(n) * GetElementSizeInBytes(n);
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        }
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        inline bool IsDefaultAttribute(int id) const {
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            return (id >= 12) || (attribute_mask & (1ULL << id)) != 0;
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        }
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        inline int GetNumTotalAttributes() const {
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            return (int)max_attribute_index + 1;
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        }
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        // Attribute loaders map the source vertex data to input attributes
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        // This e.g. allows to load different attributes from different memory locations
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        struct {
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            // Source attribute data offset from the base address
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            u32 data_offset;
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            union {
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                BitField<0, 4, u64> comp0;
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                BitField<4, 4, u64> comp1;
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                BitField<8, 4, u64> comp2;
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                BitField<12, 4, u64> comp3;
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                BitField<16, 4, u64> comp4;
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                BitField<20, 4, u64> comp5;
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                BitField<24, 4, u64> comp6;
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                BitField<28, 4, u64> comp7;
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                BitField<32, 4, u64> comp8;
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                BitField<36, 4, u64> comp9;
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                BitField<40, 4, u64> comp10;
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                BitField<44, 4, u64> comp11;
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                // bytes for a single vertex in this loader
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                BitField<48, 8, u64> byte_count;
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                BitField<60, 4, u64> component_count;
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            };
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            inline int GetComponent(int n) const {
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                u64 components[] = {comp0, comp1, comp2, comp3, comp4,  comp5,
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                                    comp6, comp7, comp8, comp9, comp10, comp11};
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                return (int)components[n];
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            }
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        } attribute_loaders[12];
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    } vertex_attributes;
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    struct {
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        enum IndexFormat : u32 {
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            BYTE = 0,
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            SHORT = 1,
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        };
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        union {
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            BitField<0, 31, u32> offset; // relative to base attribute address
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            BitField<31, 1, IndexFormat> format;
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        };
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    } index_array;
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    // Number of vertices to render
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    u32 num_vertices;
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    INSERT_PADDING_WORDS(0x1);
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    // The index of the first vertex to render
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    u32 vertex_offset;
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    INSERT_PADDING_WORDS(0x3);
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    // These two trigger rendering of triangles
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    u32 trigger_draw;
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    u32 trigger_draw_indexed;
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    INSERT_PADDING_WORDS(0x2);
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    // These registers are used to setup the default "fall-back" vertex shader attributes
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    struct {
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        // Index of the current default attribute
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        u32 index;
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        // Writing to these registers sets the "current" default attribute.
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        u32 set_value[3];
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    } vs_default_attributes_setup;
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    INSERT_PADDING_WORDS(0x2);
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    struct {
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        // There are two channels that can be used to configure the next command buffer, which
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        // can be then executed by writing to the "trigger" registers. There are two reasons why a
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        // game might use this feature:
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        //  1) With this, an arbitrary number of additional command buffers may be executed in
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        //     sequence without requiring any intervention of the CPU after the initial one is
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        //     kicked off.
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        //  2) Games can configure these registers to provide a command list subroutine mechanism.
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        BitField<0, 20, u32> size[2]; ///< Size (in bytes / 8) of each channel's command buffer
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        BitField<0, 28, u32> addr[2]; ///< Physical address / 8 of each channel's command buffer
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        u32 trigger[2]; ///< Triggers execution of the channel's command buffer when written to
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        unsigned GetSize(unsigned index) const {
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            ASSERT(index < 2);
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            return 8 * size[index];
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        }
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        PAddr GetPhysicalAddress(unsigned index) const {
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            ASSERT(index < 2);
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            return (PAddr)(8 * addr[index]);
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        }
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    } command_buffer;
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    INSERT_PADDING_WORDS(4);
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    /// Number of input attributes to the vertex shader minus 1
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    BitField<0, 4, u32> max_input_attrib_index;
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    INSERT_PADDING_WORDS(2);
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    enum class GPUMode : u32 {
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        Drawing = 0,
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        Configuring = 1,
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    };
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 | 
			
		||||
    GPUMode gpu_mode;
 | 
			
		||||
 | 
			
		||||
    INSERT_PADDING_WORDS(0x18);
 | 
			
		||||
 | 
			
		||||
    enum class TriangleTopology : u32 {
 | 
			
		||||
        List = 0,
 | 
			
		||||
        Strip = 1,
 | 
			
		||||
        Fan = 2,
 | 
			
		||||
        Shader = 3, // Programmable setup unit implemented in a geometry shader
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    BitField<8, 2, TriangleTopology> triangle_topology;
 | 
			
		||||
 | 
			
		||||
    u32 restart_primitive;
 | 
			
		||||
 | 
			
		||||
    INSERT_PADDING_WORDS(0x20);
 | 
			
		||||
    PipelineRegs pipeline;
 | 
			
		||||
 | 
			
		||||
    struct ShaderConfig {
 | 
			
		||||
        BitField<0, 16, u32> bool_uniforms;
 | 
			
		||||
@@ -430,17 +228,19 @@ ASSERT_REG_POSITION(framebuffer.framebuffer, 0x110);
 | 
			
		||||
 | 
			
		||||
ASSERT_REG_POSITION(lighting, 0x140);
 | 
			
		||||
 | 
			
		||||
ASSERT_REG_POSITION(vertex_attributes, 0x200);
 | 
			
		||||
ASSERT_REG_POSITION(index_array, 0x227);
 | 
			
		||||
ASSERT_REG_POSITION(num_vertices, 0x228);
 | 
			
		||||
ASSERT_REG_POSITION(vertex_offset, 0x22a);
 | 
			
		||||
ASSERT_REG_POSITION(trigger_draw, 0x22e);
 | 
			
		||||
ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
 | 
			
		||||
ASSERT_REG_POSITION(vs_default_attributes_setup, 0x232);
 | 
			
		||||
ASSERT_REG_POSITION(command_buffer, 0x238);
 | 
			
		||||
ASSERT_REG_POSITION(gpu_mode, 0x245);
 | 
			
		||||
ASSERT_REG_POSITION(triangle_topology, 0x25e);
 | 
			
		||||
ASSERT_REG_POSITION(restart_primitive, 0x25f);
 | 
			
		||||
ASSERT_REG_POSITION(pipeline, 0x200);
 | 
			
		||||
ASSERT_REG_POSITION(pipeline.vertex_attributes, 0x200);
 | 
			
		||||
ASSERT_REG_POSITION(pipeline.index_array, 0x227);
 | 
			
		||||
ASSERT_REG_POSITION(pipeline.num_vertices, 0x228);
 | 
			
		||||
ASSERT_REG_POSITION(pipeline.vertex_offset, 0x22a);
 | 
			
		||||
ASSERT_REG_POSITION(pipeline.trigger_draw, 0x22e);
 | 
			
		||||
ASSERT_REG_POSITION(pipeline.trigger_draw_indexed, 0x22f);
 | 
			
		||||
ASSERT_REG_POSITION(pipeline.vs_default_attributes_setup, 0x232);
 | 
			
		||||
ASSERT_REG_POSITION(pipeline.command_buffer, 0x238);
 | 
			
		||||
ASSERT_REG_POSITION(pipeline.gpu_mode, 0x245);
 | 
			
		||||
ASSERT_REG_POSITION(pipeline.triangle_topology, 0x25e);
 | 
			
		||||
ASSERT_REG_POSITION(pipeline.restart_primitive, 0x25f);
 | 
			
		||||
 | 
			
		||||
ASSERT_REG_POSITION(gs, 0x280);
 | 
			
		||||
ASSERT_REG_POSITION(vs, 0x2b0);
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -3,14 +3,14 @@
 | 
			
		||||
// Refer to the license.txt file included.
 | 
			
		||||
 | 
			
		||||
#include "common/logging/log.h"
 | 
			
		||||
#include "video_core/pica.h"
 | 
			
		||||
#include "video_core/primitive_assembly.h"
 | 
			
		||||
#include "video_core/regs_pipeline.h"
 | 
			
		||||
#include "video_core/shader/shader.h"
 | 
			
		||||
 | 
			
		||||
namespace Pica {
 | 
			
		||||
 | 
			
		||||
template <typename VertexType>
 | 
			
		||||
PrimitiveAssembler<VertexType>::PrimitiveAssembler(Regs::TriangleTopology topology)
 | 
			
		||||
PrimitiveAssembler<VertexType>::PrimitiveAssembler(PipelineRegs::TriangleTopology topology)
 | 
			
		||||
    : topology(topology), buffer_index(0) {}
 | 
			
		||||
 | 
			
		||||
template <typename VertexType>
 | 
			
		||||
@@ -18,8 +18,8 @@ void PrimitiveAssembler<VertexType>::SubmitVertex(const VertexType& vtx,
 | 
			
		||||
                                                  TriangleHandler triangle_handler) {
 | 
			
		||||
    switch (topology) {
 | 
			
		||||
    // TODO: Figure out what's different with TriangleTopology::Shader.
 | 
			
		||||
    case Regs::TriangleTopology::List:
 | 
			
		||||
    case Regs::TriangleTopology::Shader:
 | 
			
		||||
    case PipelineRegs::TriangleTopology::List:
 | 
			
		||||
    case PipelineRegs::TriangleTopology::Shader:
 | 
			
		||||
        if (buffer_index < 2) {
 | 
			
		||||
            buffer[buffer_index++] = vtx;
 | 
			
		||||
        } else {
 | 
			
		||||
@@ -29,8 +29,8 @@ void PrimitiveAssembler<VertexType>::SubmitVertex(const VertexType& vtx,
 | 
			
		||||
        }
 | 
			
		||||
        break;
 | 
			
		||||
 | 
			
		||||
    case Regs::TriangleTopology::Strip:
 | 
			
		||||
    case Regs::TriangleTopology::Fan:
 | 
			
		||||
    case PipelineRegs::TriangleTopology::Strip:
 | 
			
		||||
    case PipelineRegs::TriangleTopology::Fan:
 | 
			
		||||
        if (strip_ready)
 | 
			
		||||
            triangle_handler(buffer[0], buffer[1], vtx);
 | 
			
		||||
 | 
			
		||||
@@ -38,9 +38,9 @@ void PrimitiveAssembler<VertexType>::SubmitVertex(const VertexType& vtx,
 | 
			
		||||
 | 
			
		||||
        strip_ready |= (buffer_index == 1);
 | 
			
		||||
 | 
			
		||||
        if (topology == Regs::TriangleTopology::Strip)
 | 
			
		||||
        if (topology == PipelineRegs::TriangleTopology::Strip)
 | 
			
		||||
            buffer_index = !buffer_index;
 | 
			
		||||
        else if (topology == Regs::TriangleTopology::Fan)
 | 
			
		||||
        else if (topology == PipelineRegs::TriangleTopology::Fan)
 | 
			
		||||
            buffer_index = 1;
 | 
			
		||||
        break;
 | 
			
		||||
 | 
			
		||||
@@ -57,7 +57,7 @@ void PrimitiveAssembler<VertexType>::Reset() {
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
template <typename VertexType>
 | 
			
		||||
void PrimitiveAssembler<VertexType>::Reconfigure(Regs::TriangleTopology topology) {
 | 
			
		||||
void PrimitiveAssembler<VertexType>::Reconfigure(PipelineRegs::TriangleTopology topology) {
 | 
			
		||||
    Reset();
 | 
			
		||||
    this->topology = topology;
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -5,7 +5,7 @@
 | 
			
		||||
#pragma once
 | 
			
		||||
 | 
			
		||||
#include <functional>
 | 
			
		||||
#include "video_core/pica.h"
 | 
			
		||||
#include "video_core/regs_pipeline.h"
 | 
			
		||||
 | 
			
		||||
namespace Pica {
 | 
			
		||||
 | 
			
		||||
@@ -18,7 +18,8 @@ struct PrimitiveAssembler {
 | 
			
		||||
    using TriangleHandler =
 | 
			
		||||
        std::function<void(const VertexType& v0, const VertexType& v1, const VertexType& v2)>;
 | 
			
		||||
 | 
			
		||||
    PrimitiveAssembler(Regs::TriangleTopology topology = Regs::TriangleTopology::List);
 | 
			
		||||
    PrimitiveAssembler(
 | 
			
		||||
        PipelineRegs::TriangleTopology topology = PipelineRegs::TriangleTopology::List);
 | 
			
		||||
 | 
			
		||||
    /*
 | 
			
		||||
     * Queues a vertex, builds primitives from the vertex queue according to the given
 | 
			
		||||
@@ -36,10 +37,10 @@ struct PrimitiveAssembler {
 | 
			
		||||
    /**
 | 
			
		||||
     * Reconfigures the PrimitiveAssembler to use a different triangle topology.
 | 
			
		||||
     */
 | 
			
		||||
    void Reconfigure(Regs::TriangleTopology topology);
 | 
			
		||||
    void Reconfigure(PipelineRegs::TriangleTopology topology);
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
    Regs::TriangleTopology topology;
 | 
			
		||||
    PipelineRegs::TriangleTopology topology;
 | 
			
		||||
 | 
			
		||||
    int buffer_index;
 | 
			
		||||
    VertexType buffer[2];
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										224
									
								
								src/video_core/regs_pipeline.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										224
									
								
								src/video_core/regs_pipeline.h
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,224 @@
 | 
			
		||||
// Copyright 2017 Citra Emulator Project
 | 
			
		||||
// Licensed under GPLv2 or any later version
 | 
			
		||||
// Refer to the license.txt file included.
 | 
			
		||||
 | 
			
		||||
#pragma once
 | 
			
		||||
 | 
			
		||||
#include <array>
 | 
			
		||||
 | 
			
		||||
#include "common/assert.h"
 | 
			
		||||
#include "common/bit_field.h"
 | 
			
		||||
#include "common/common_funcs.h"
 | 
			
		||||
#include "common/common_types.h"
 | 
			
		||||
 | 
			
		||||
namespace Pica {
 | 
			
		||||
 | 
			
		||||
struct PipelineRegs {
 | 
			
		||||
    enum class VertexAttributeFormat : u64 {
 | 
			
		||||
        BYTE = 0,
 | 
			
		||||
        UBYTE = 1,
 | 
			
		||||
        SHORT = 2,
 | 
			
		||||
        FLOAT = 3,
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    struct {
 | 
			
		||||
        BitField<0, 29, u32> base_address;
 | 
			
		||||
 | 
			
		||||
        PAddr GetPhysicalBaseAddress() const {
 | 
			
		||||
            return base_address * 8;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Descriptor for internal vertex attributes
 | 
			
		||||
        union {
 | 
			
		||||
            BitField<0, 2, VertexAttributeFormat> format0; // size of one element
 | 
			
		||||
            BitField<2, 2, u64> size0;                     // number of elements minus 1
 | 
			
		||||
            BitField<4, 2, VertexAttributeFormat> format1;
 | 
			
		||||
            BitField<6, 2, u64> size1;
 | 
			
		||||
            BitField<8, 2, VertexAttributeFormat> format2;
 | 
			
		||||
            BitField<10, 2, u64> size2;
 | 
			
		||||
            BitField<12, 2, VertexAttributeFormat> format3;
 | 
			
		||||
            BitField<14, 2, u64> size3;
 | 
			
		||||
            BitField<16, 2, VertexAttributeFormat> format4;
 | 
			
		||||
            BitField<18, 2, u64> size4;
 | 
			
		||||
            BitField<20, 2, VertexAttributeFormat> format5;
 | 
			
		||||
            BitField<22, 2, u64> size5;
 | 
			
		||||
            BitField<24, 2, VertexAttributeFormat> format6;
 | 
			
		||||
            BitField<26, 2, u64> size6;
 | 
			
		||||
            BitField<28, 2, VertexAttributeFormat> format7;
 | 
			
		||||
            BitField<30, 2, u64> size7;
 | 
			
		||||
            BitField<32, 2, VertexAttributeFormat> format8;
 | 
			
		||||
            BitField<34, 2, u64> size8;
 | 
			
		||||
            BitField<36, 2, VertexAttributeFormat> format9;
 | 
			
		||||
            BitField<38, 2, u64> size9;
 | 
			
		||||
            BitField<40, 2, VertexAttributeFormat> format10;
 | 
			
		||||
            BitField<42, 2, u64> size10;
 | 
			
		||||
            BitField<44, 2, VertexAttributeFormat> format11;
 | 
			
		||||
            BitField<46, 2, u64> size11;
 | 
			
		||||
 | 
			
		||||
            BitField<48, 12, u64> attribute_mask;
 | 
			
		||||
 | 
			
		||||
            // number of total attributes minus 1
 | 
			
		||||
            BitField<60, 4, u64> max_attribute_index;
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        inline VertexAttributeFormat GetFormat(int n) const {
 | 
			
		||||
            VertexAttributeFormat formats[] = {format0, format1, format2,  format3,
 | 
			
		||||
                                               format4, format5, format6,  format7,
 | 
			
		||||
                                               format8, format9, format10, format11};
 | 
			
		||||
            return formats[n];
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        inline int GetNumElements(int n) const {
 | 
			
		||||
            u64 sizes[] = {size0, size1, size2, size3, size4,  size5,
 | 
			
		||||
                           size6, size7, size8, size9, size10, size11};
 | 
			
		||||
            return (int)sizes[n] + 1;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        inline int GetElementSizeInBytes(int n) const {
 | 
			
		||||
            return (GetFormat(n) == VertexAttributeFormat::FLOAT)
 | 
			
		||||
                       ? 4
 | 
			
		||||
                       : (GetFormat(n) == VertexAttributeFormat::SHORT) ? 2 : 1;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        inline int GetStride(int n) const {
 | 
			
		||||
            return GetNumElements(n) * GetElementSizeInBytes(n);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        inline bool IsDefaultAttribute(int id) const {
 | 
			
		||||
            return (id >= 12) || (attribute_mask & (1ULL << id)) != 0;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        inline int GetNumTotalAttributes() const {
 | 
			
		||||
            return (int)max_attribute_index + 1;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Attribute loaders map the source vertex data to input attributes
 | 
			
		||||
        // This e.g. allows to load different attributes from different memory locations
 | 
			
		||||
        struct {
 | 
			
		||||
            // Source attribute data offset from the base address
 | 
			
		||||
            u32 data_offset;
 | 
			
		||||
 | 
			
		||||
            union {
 | 
			
		||||
                BitField<0, 4, u64> comp0;
 | 
			
		||||
                BitField<4, 4, u64> comp1;
 | 
			
		||||
                BitField<8, 4, u64> comp2;
 | 
			
		||||
                BitField<12, 4, u64> comp3;
 | 
			
		||||
                BitField<16, 4, u64> comp4;
 | 
			
		||||
                BitField<20, 4, u64> comp5;
 | 
			
		||||
                BitField<24, 4, u64> comp6;
 | 
			
		||||
                BitField<28, 4, u64> comp7;
 | 
			
		||||
                BitField<32, 4, u64> comp8;
 | 
			
		||||
                BitField<36, 4, u64> comp9;
 | 
			
		||||
                BitField<40, 4, u64> comp10;
 | 
			
		||||
                BitField<44, 4, u64> comp11;
 | 
			
		||||
 | 
			
		||||
                // bytes for a single vertex in this loader
 | 
			
		||||
                BitField<48, 8, u64> byte_count;
 | 
			
		||||
 | 
			
		||||
                BitField<60, 4, u64> component_count;
 | 
			
		||||
            };
 | 
			
		||||
 | 
			
		||||
            inline int GetComponent(int n) const {
 | 
			
		||||
                u64 components[] = {comp0, comp1, comp2, comp3, comp4,  comp5,
 | 
			
		||||
                                    comp6, comp7, comp8, comp9, comp10, comp11};
 | 
			
		||||
                return (int)components[n];
 | 
			
		||||
            }
 | 
			
		||||
        } attribute_loaders[12];
 | 
			
		||||
    } vertex_attributes;
 | 
			
		||||
 | 
			
		||||
    struct {
 | 
			
		||||
        enum IndexFormat : u32 {
 | 
			
		||||
            BYTE = 0,
 | 
			
		||||
            SHORT = 1,
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        union {
 | 
			
		||||
            BitField<0, 31, u32> offset; // relative to base attribute address
 | 
			
		||||
            BitField<31, 1, IndexFormat> format;
 | 
			
		||||
        };
 | 
			
		||||
    } index_array;
 | 
			
		||||
 | 
			
		||||
    // Number of vertices to render
 | 
			
		||||
    u32 num_vertices;
 | 
			
		||||
 | 
			
		||||
    INSERT_PADDING_WORDS(0x1);
 | 
			
		||||
 | 
			
		||||
    // The index of the first vertex to render
 | 
			
		||||
    u32 vertex_offset;
 | 
			
		||||
 | 
			
		||||
    INSERT_PADDING_WORDS(0x3);
 | 
			
		||||
 | 
			
		||||
    // These two trigger rendering of triangles
 | 
			
		||||
    u32 trigger_draw;
 | 
			
		||||
    u32 trigger_draw_indexed;
 | 
			
		||||
 | 
			
		||||
    INSERT_PADDING_WORDS(0x2);
 | 
			
		||||
 | 
			
		||||
    // These registers are used to setup the default "fall-back" vertex shader attributes
 | 
			
		||||
    struct {
 | 
			
		||||
        // Index of the current default attribute
 | 
			
		||||
        u32 index;
 | 
			
		||||
 | 
			
		||||
        // Writing to these registers sets the "current" default attribute.
 | 
			
		||||
        u32 set_value[3];
 | 
			
		||||
    } vs_default_attributes_setup;
 | 
			
		||||
 | 
			
		||||
    INSERT_PADDING_WORDS(0x2);
 | 
			
		||||
 | 
			
		||||
    struct {
 | 
			
		||||
        // There are two channels that can be used to configure the next command buffer, which can
 | 
			
		||||
        // be then executed by writing to the "trigger" registers. There are two reasons why a game
 | 
			
		||||
        // might use this feature:
 | 
			
		||||
        //  1) With this, an arbitrary number of additional command buffers may be executed in
 | 
			
		||||
        //     sequence without requiring any intervention of the CPU after the initial one is
 | 
			
		||||
        //     kicked off.
 | 
			
		||||
        //  2) Games can configure these registers to provide a command list subroutine mechanism.
 | 
			
		||||
 | 
			
		||||
        BitField<0, 20, u32> size[2]; ///< Size (in bytes / 8) of each channel's command buffer
 | 
			
		||||
        BitField<0, 28, u32> addr[2]; ///< Physical address / 8 of each channel's command buffer
 | 
			
		||||
        u32 trigger[2]; ///< Triggers execution of the channel's command buffer when written to
 | 
			
		||||
 | 
			
		||||
        unsigned GetSize(unsigned index) const {
 | 
			
		||||
            ASSERT(index < 2);
 | 
			
		||||
            return 8 * size[index];
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        PAddr GetPhysicalAddress(unsigned index) const {
 | 
			
		||||
            ASSERT(index < 2);
 | 
			
		||||
            return (PAddr)(8 * addr[index]);
 | 
			
		||||
        }
 | 
			
		||||
    } command_buffer;
 | 
			
		||||
 | 
			
		||||
    INSERT_PADDING_WORDS(4);
 | 
			
		||||
 | 
			
		||||
    /// Number of input attributes to the vertex shader minus 1
 | 
			
		||||
    BitField<0, 4, u32> max_input_attrib_index;
 | 
			
		||||
 | 
			
		||||
    INSERT_PADDING_WORDS(2);
 | 
			
		||||
 | 
			
		||||
    enum class GPUMode : u32 {
 | 
			
		||||
        Drawing = 0,
 | 
			
		||||
        Configuring = 1,
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    GPUMode gpu_mode;
 | 
			
		||||
 | 
			
		||||
    INSERT_PADDING_WORDS(0x18);
 | 
			
		||||
 | 
			
		||||
    enum class TriangleTopology : u32 {
 | 
			
		||||
        List = 0,
 | 
			
		||||
        Strip = 1,
 | 
			
		||||
        Fan = 2,
 | 
			
		||||
        Shader = 3, // Programmable setup unit implemented in a geometry shader
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    BitField<8, 2, TriangleTopology> triangle_topology;
 | 
			
		||||
 | 
			
		||||
    u32 restart_primitive;
 | 
			
		||||
 | 
			
		||||
    INSERT_PADDING_WORDS(0x20);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
static_assert(sizeof(PipelineRegs) == 0x80 * sizeof(u32), "PipelineRegs struct has incorrect size");
 | 
			
		||||
 | 
			
		||||
} // namespace Pica
 | 
			
		||||
@@ -16,7 +16,7 @@
 | 
			
		||||
 | 
			
		||||
namespace Pica {
 | 
			
		||||
 | 
			
		||||
void VertexLoader::Setup(const Pica::Regs& regs) {
 | 
			
		||||
void VertexLoader::Setup(const PipelineRegs& regs) {
 | 
			
		||||
    ASSERT_MSG(!is_setup, "VertexLoader is not intended to be setup more than once.");
 | 
			
		||||
 | 
			
		||||
    const auto& attribute_config = regs.vertex_attributes;
 | 
			
		||||
@@ -85,15 +85,16 @@ void VertexLoader::LoadVertex(u32 base_address, int index, int vertex,
 | 
			
		||||
                memory_accesses.AddAccess(
 | 
			
		||||
                    source_addr,
 | 
			
		||||
                    vertex_attribute_elements[i] *
 | 
			
		||||
                        ((vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT)
 | 
			
		||||
                        ((vertex_attribute_formats[i] == PipelineRegs::VertexAttributeFormat::FLOAT)
 | 
			
		||||
                             ? 4
 | 
			
		||||
                             : (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT)
 | 
			
		||||
                             : (vertex_attribute_formats[i] ==
 | 
			
		||||
                                PipelineRegs::VertexAttributeFormat::SHORT)
 | 
			
		||||
                                   ? 2
 | 
			
		||||
                                   : 1));
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            switch (vertex_attribute_formats[i]) {
 | 
			
		||||
            case Regs::VertexAttributeFormat::BYTE: {
 | 
			
		||||
            case PipelineRegs::VertexAttributeFormat::BYTE: {
 | 
			
		||||
                const s8* srcdata =
 | 
			
		||||
                    reinterpret_cast<const s8*>(Memory::GetPhysicalPointer(source_addr));
 | 
			
		||||
                for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
 | 
			
		||||
@@ -101,7 +102,7 @@ void VertexLoader::LoadVertex(u32 base_address, int index, int vertex,
 | 
			
		||||
                }
 | 
			
		||||
                break;
 | 
			
		||||
            }
 | 
			
		||||
            case Regs::VertexAttributeFormat::UBYTE: {
 | 
			
		||||
            case PipelineRegs::VertexAttributeFormat::UBYTE: {
 | 
			
		||||
                const u8* srcdata =
 | 
			
		||||
                    reinterpret_cast<const u8*>(Memory::GetPhysicalPointer(source_addr));
 | 
			
		||||
                for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
 | 
			
		||||
@@ -109,7 +110,7 @@ void VertexLoader::LoadVertex(u32 base_address, int index, int vertex,
 | 
			
		||||
                }
 | 
			
		||||
                break;
 | 
			
		||||
            }
 | 
			
		||||
            case Regs::VertexAttributeFormat::SHORT: {
 | 
			
		||||
            case PipelineRegs::VertexAttributeFormat::SHORT: {
 | 
			
		||||
                const s16* srcdata =
 | 
			
		||||
                    reinterpret_cast<const s16*>(Memory::GetPhysicalPointer(source_addr));
 | 
			
		||||
                for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
 | 
			
		||||
@@ -117,7 +118,7 @@ void VertexLoader::LoadVertex(u32 base_address, int index, int vertex,
 | 
			
		||||
                }
 | 
			
		||||
                break;
 | 
			
		||||
            }
 | 
			
		||||
            case Regs::VertexAttributeFormat::FLOAT: {
 | 
			
		||||
            case PipelineRegs::VertexAttributeFormat::FLOAT: {
 | 
			
		||||
                const float* srcdata =
 | 
			
		||||
                    reinterpret_cast<const float*>(Memory::GetPhysicalPointer(source_addr));
 | 
			
		||||
                for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
 | 
			
		||||
 
 | 
			
		||||
@@ -17,11 +17,11 @@ struct AttributeBuffer;
 | 
			
		||||
class VertexLoader {
 | 
			
		||||
public:
 | 
			
		||||
    VertexLoader() = default;
 | 
			
		||||
    explicit VertexLoader(const Pica::Regs& regs) {
 | 
			
		||||
    explicit VertexLoader(const PipelineRegs& regs) {
 | 
			
		||||
        Setup(regs);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void Setup(const Pica::Regs& regs);
 | 
			
		||||
    void Setup(const PipelineRegs& regs);
 | 
			
		||||
    void LoadVertex(u32 base_address, int index, int vertex, Shader::AttributeBuffer& input,
 | 
			
		||||
                    DebugUtils::MemoryAccessTracker& memory_accesses);
 | 
			
		||||
 | 
			
		||||
@@ -32,7 +32,7 @@ public:
 | 
			
		||||
private:
 | 
			
		||||
    std::array<u32, 16> vertex_attribute_sources;
 | 
			
		||||
    std::array<u32, 16> vertex_attribute_strides{};
 | 
			
		||||
    std::array<Regs::VertexAttributeFormat, 16> vertex_attribute_formats;
 | 
			
		||||
    std::array<PipelineRegs::VertexAttributeFormat, 16> vertex_attribute_formats;
 | 
			
		||||
    std::array<u32, 16> vertex_attribute_elements{};
 | 
			
		||||
    std::array<bool, 16> vertex_attribute_is_default;
 | 
			
		||||
    int num_total_attributes = 0;
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user