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@ -44,23 +44,23 @@ void Maxwell3D::WriteReg(u32 method, u32 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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ProcessCBBind(Regs::ShaderStage::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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ProcessCBBind(Regs::ShaderStage::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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ProcessCBBind(Regs::ShaderStage::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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ProcessCBBind(Regs::ShaderStage::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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ProcessCBBind(Regs::ShaderStage::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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@ -106,18 +106,18 @@ void Maxwell3D::SetShader(const std::vector<u32>& parameters) { |
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* [0] = Shader Program. |
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* [1] = Unknown, presumably the shader id. |
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* [2] = Offset to the start of the shader, after the 0x30 bytes header. |
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* [3] = Shader Type. |
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* [3] = Shader Stage. |
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* [4] = Const Buffer Address >> 8. |
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*/ |
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auto shader_program = static_cast<Regs::ShaderProgram>(parameters[0]); |
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// TODO(Subv): This address is probably an offset from the CODE_ADDRESS register.
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GPUVAddr address = parameters[2]; |
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auto shader_type = static_cast<Regs::ShaderType>(parameters[3]); |
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auto shader_stage = static_cast<Regs::ShaderStage>(parameters[3]); |
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GPUVAddr cb_address = parameters[4] << 8; |
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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.stage = shader_stage; |
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shader.address = address; |
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// Perform the same operations as the real macro code.
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@ -135,13 +135,13 @@ void Maxwell3D::SetShader(const std::vector<u32>& parameters) { |
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// Write a hardcoded 0x11 to CB_BIND, this binds the current const buffer to buffer c1[] in the
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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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regs.cb_bind[static_cast<size_t>(shader_stage)].valid.Assign(1); |
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regs.cb_bind[static_cast<size_t>(shader_stage)].index.Assign(1); |
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ProcessCBBind(shader_type); |
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ProcessCBBind(shader_stage); |
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} |
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void Maxwell3D::ProcessCBBind(Regs::ShaderType stage) { |
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void Maxwell3D::ProcessCBBind(Regs::ShaderStage 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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