Respect vs output map

This commit is contained in:
Jannik Vogel 2016-03-13 03:06:57 +01:00
parent a2024d7497
commit f746a00964
2 changed files with 19 additions and 7 deletions

View file

@ -71,7 +71,7 @@ struct Regs {
BitField<0, 24, u32> viewport_depth_range; // float24
BitField<0, 24, u32> viewport_depth_far_plane; // float24
INSERT_PADDING_WORDS(0x1);
BitField<0, 3, u32> vs_output_total;
union VSOutputAttributes {
// Maps components of output vertex attributes to semantics
@ -1157,8 +1157,10 @@ struct Regs {
}
} input_register_map;
// OUTMAP_MASK, 0x28E, CODETRANSFER_END
INSERT_PADDING_WORDS(0x3);
BitField<0, 16, u32> output_mask;
// 0x28E, CODETRANSFER_END
INSERT_PADDING_WORDS(0x2);
struct {
enum Format : u32

View file

@ -109,15 +109,23 @@ OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attr
OutputVertex ret;
// 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.
for (int i = 0; i < 7; ++i) {
const auto& output_register_map = g_state.regs.vs_output_attributes[i]; // TODO: Don't hardcode VS here
unsigned index = 0;
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] = {
output_register_map.map_x, output_register_map.map_y,
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];
if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
*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));
}
}
index++;
}
// 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(
std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
}