Respect vs output map
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		| @@ -71,7 +71,7 @@ struct Regs { | |||||||
|     BitField<0, 24, u32> viewport_depth_range; // float24 |     BitField<0, 24, u32> viewport_depth_range; // float24 | ||||||
|     BitField<0, 24, u32> viewport_depth_far_plane; // float24 |     BitField<0, 24, u32> viewport_depth_far_plane; // float24 | ||||||
|  |  | ||||||
|     INSERT_PADDING_WORDS(0x1); |     BitField<0, 3, u32> vs_output_total; | ||||||
|  |  | ||||||
|     union VSOutputAttributes { |     union VSOutputAttributes { | ||||||
|         // Maps components of output vertex attributes to semantics |         // Maps components of output vertex attributes to semantics | ||||||
| @@ -1157,8 +1157,10 @@ struct Regs { | |||||||
|             } |             } | ||||||
|         } input_register_map; |         } input_register_map; | ||||||
|  |  | ||||||
|         // OUTMAP_MASK, 0x28E, CODETRANSFER_END |         BitField<0, 16, u32> output_mask; | ||||||
|         INSERT_PADDING_WORDS(0x3); |  | ||||||
|  |         // 0x28E, CODETRANSFER_END | ||||||
|  |         INSERT_PADDING_WORDS(0x2); | ||||||
|  |  | ||||||
|         struct { |         struct { | ||||||
|             enum Format : u32 |             enum Format : u32 | ||||||
|   | |||||||
| @@ -109,15 +109,23 @@ OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attr | |||||||
|     OutputVertex ret; |     OutputVertex ret; | ||||||
|     // TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to |     // TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to | ||||||
|     // figure out what those circumstances are and enable the remaining outputs then. |     // figure out what those circumstances are and enable the remaining outputs then. | ||||||
|     for (int i = 0; i < 7; ++i) { |     unsigned index = 0; | ||||||
|         const auto& output_register_map = g_state.regs.vs_output_attributes[i]; // TODO: Don't hardcode VS here |     for (unsigned i = 0; i < 7; ++i) { | ||||||
|  |  | ||||||
|  |         if (index >= g_state.regs.vs_output_total) | ||||||
|  |             break; | ||||||
|  |  | ||||||
|  |         if ((g_state.regs.vs.output_mask & (1 << i)) == 0) | ||||||
|  |             continue; | ||||||
|  |  | ||||||
|  |         const auto& output_register_map = g_state.regs.vs_output_attributes[index]; // TODO: Don't hardcode VS here | ||||||
|  |  | ||||||
|         u32 semantics[4] = { |         u32 semantics[4] = { | ||||||
|             output_register_map.map_x, output_register_map.map_y, |             output_register_map.map_x, output_register_map.map_y, | ||||||
|             output_register_map.map_z, output_register_map.map_w |             output_register_map.map_z, output_register_map.map_w | ||||||
|         }; |         }; | ||||||
|  |  | ||||||
|         for (int comp = 0; comp < 4; ++comp) { |         for (unsigned comp = 0; comp < 4; ++comp) { | ||||||
|             float24* out = ((float24*)&ret) + semantics[comp]; |             float24* out = ((float24*)&ret) + semantics[comp]; | ||||||
|             if (semantics[comp] != Regs::VSOutputAttributes::INVALID) { |             if (semantics[comp] != Regs::VSOutputAttributes::INVALID) { | ||||||
|                 *out = state.registers.output[i][comp]; |                 *out = state.registers.output[i][comp]; | ||||||
| @@ -127,10 +135,12 @@ OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attr | |||||||
|                 memset(out, 0, sizeof(*out)); |                 memset(out, 0, sizeof(*out)); | ||||||
|             } |             } | ||||||
|         } |         } | ||||||
|  |  | ||||||
|  |         index++; | ||||||
|     } |     } | ||||||
|  |  | ||||||
|     // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation |     // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation | ||||||
|     for (int i = 0; i < 4; ++i) { |     for (unsigned i = 0; i < 4; ++i) { | ||||||
|         ret.color[i] = float24::FromFloat32( |         ret.color[i] = float24::FromFloat32( | ||||||
|             std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f)); |             std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f)); | ||||||
|     } |     } | ||||||
|   | |||||||
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