VideoCore: Use correct register for immediate mode attribute count

This commit is contained in:
Yuri Kunde Schlesner 2016-12-18 16:50:04 -08:00
parent ab6954e942
commit fccb28d2e9
2 changed files with 13 additions and 7 deletions

View file

@ -128,17 +128,18 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
g_state.input_default_attributes.attr[setup.index] = attribute;
setup.index++;
} else {
// Put each attribute into an immediate input buffer.
// When all specified immediate attributes are present, the Vertex Shader is invoked
// and everything is
// sent to the primitive assembler.
// Put each attribute into an immediate input buffer. When all specified immediate
// attributes are present, the Vertex Shader is invoked and everything is sent to
// the primitive assembler.
auto& immediate_input = g_state.immediate.input_vertex;
auto& immediate_attribute_id = g_state.immediate.current_attribute;
immediate_input.attr[immediate_attribute_id++] = attribute;
immediate_input.attr[immediate_attribute_id] = attribute;
if (immediate_attribute_id > regs.vs.max_input_attribute_index) {
if (immediate_attribute_id < regs.max_input_attrib_index) {
immediate_attribute_id += 1;
} else {
MICROPROFILE_SCOPE(GPU_Drawing);
immediate_attribute_id = 0;

View file

@ -1176,7 +1176,12 @@ struct Regs {
}
} command_buffer;
INSERT_PADDING_WORDS(0x07);
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,