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@ -43,6 +43,26 @@ void Maxwell3D::WriteReg(u32 method, u32 value) { |
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ASSERT_MSG(regs.code_address.CodeAddress() == 0, "Unexpected CODE_ADDRESS register value."); |
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break; |
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} |
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case MAXWELL3D_REG_INDEX(cb_bind[0].raw_config): { |
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ProcessCBBind(Regs::ShaderType::Vertex); |
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break; |
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} |
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case MAXWELL3D_REG_INDEX(cb_bind[1].raw_config): { |
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ProcessCBBind(Regs::ShaderType::TesselationControl); |
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break; |
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} |
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case MAXWELL3D_REG_INDEX(cb_bind[2].raw_config): { |
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ProcessCBBind(Regs::ShaderType::TesselationEval); |
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break; |
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} |
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case MAXWELL3D_REG_INDEX(cb_bind[3].raw_config): { |
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ProcessCBBind(Regs::ShaderType::Geometry); |
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break; |
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} |
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case MAXWELL3D_REG_INDEX(cb_bind[4].raw_config): { |
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ProcessCBBind(Regs::ShaderType::Fragment); |
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break; |
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} |
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case MAXWELL3D_REG_INDEX(draw.vertex_end_gl): { |
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DrawArrays(); |
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break; |
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@ -95,11 +115,10 @@ void Maxwell3D::SetShader(const std::vector<u32>& parameters) { |
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auto shader_type = static_cast<Regs::ShaderType>(parameters[3]); |
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GPUVAddr cb_address = parameters[4] << 8; |
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auto& shader = state.shaders[static_cast<size_t>(shader_program)]; |
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auto& shader = state.shader_programs[static_cast<size_t>(shader_program)]; |
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shader.program = shader_program; |
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shader.type = shader_type; |
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shader.address = address; |
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shader.cb_address = cb_address; |
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// Perform the same operations as the real macro code.
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// TODO(Subv): Early exit if register 0xD1C + shader_program contains the same as params[1].
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@ -118,6 +137,21 @@ void Maxwell3D::SetShader(const std::vector<u32>& parameters) { |
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// shader. It's likely that these are the constants for the shader.
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regs.cb_bind[static_cast<size_t>(shader_type)].valid.Assign(1); |
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regs.cb_bind[static_cast<size_t>(shader_type)].index.Assign(1); |
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ProcessCBBind(shader_type); |
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} |
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void Maxwell3D::ProcessCBBind(Regs::ShaderType stage) { |
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// Bind the buffer currently in CB_ADDRESS to the specified index in the desired shader stage.
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auto& shader = state.shader_stages[static_cast<size_t>(stage)]; |
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auto& bind_data = regs.cb_bind[static_cast<size_t>(stage)]; |
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auto& buffer = shader.const_buffers[bind_data.index]; |
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buffer.enabled = bind_data.valid.Value() != 0; |
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buffer.index = bind_data.index; |
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buffer.address = regs.const_buffer.BufferAddress(); |
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buffer.size = regs.const_buffer.cb_size; |
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} |
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} // namespace Engines
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