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 { u8 repeat_counter; // How often to repeat until this call stack element is removed u8 loop_increment; // Which value to add to the loop counter after an iteration // TODO: Should this be a signed value? Does it even matter? + u32 loop_address; // The address where we'll return to after each loop iteration }; // TODO: Is there a maximal size for this? @@ -115,6 +116,8 @@ static void ProcessShaderCode(VertexShaderState& state) { if (top.repeat_counter-- == 0) { state.program_counter = &shader_memory[top.return_address]; state.call_stack.pop(); + } else { + state.program_counter = &shader_memory[top.loop_address]; } // TODO: Is "trying again" accurate to hardware? @@ -129,7 +132,7 @@ static void ProcessShaderCode(VertexShaderState& state) { static auto call = [](VertexShaderState& state, u32 offset, u32 num_instructions, u32 return_offset, u8 repeat_count, u8 loop_increment) { state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset - state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment }); + state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment, offset }); }; u32 binary_offset = state.program_counter - shader_memory.data();