Merge pull request #652 from neobrain/shader_output_fix

Pica/VertexShader: Fix a bug caused due to incorrect assumptions of consecutive output register tables.
This commit is contained in:
bunnei 2015-03-16 18:35:34 -04:00
commit c1f5cb7dd5
1 changed files with 24 additions and 20 deletions

View File

@ -72,7 +72,7 @@ struct VertexShaderState {
u32* program_counter; u32* program_counter;
const float24* input_register_table[16]; const float24* input_register_table[16];
float24* output_register_table[7*4]; Math::Vec4<float24> output_registers[16];
Math::Vec4<float24> temporary_registers[16]; Math::Vec4<float24> temporary_registers[16];
bool conditional_code[2]; bool conditional_code[2];
@ -198,8 +198,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
src2[3] = src2[3] * float24::FromFloat32(-1); src2[3] = src2[3] * float24::FromFloat32(-1);
} }
float24* dest = (instr.common.dest.Value() < 0x08) ? state.output_register_table[4*instr.common.dest.Value().GetIndex()] float24* dest = (instr.common.dest.Value() < 0x10) ? &state.output_registers[instr.common.dest.Value().GetIndex()][0]
: (instr.common.dest.Value() < 0x10) ? dummy_vec4_float24
: (instr.common.dest.Value() < 0x20) ? &state.temporary_registers[instr.common.dest.Value().GetIndex()][0] : (instr.common.dest.Value() < 0x20) ? &state.temporary_registers[instr.common.dest.Value().GetIndex()][0]
: dummy_vec4_float24; : dummy_vec4_float24;
@ -409,8 +408,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
src3[3] = src3[3] * float24::FromFloat32(-1); src3[3] = src3[3] * float24::FromFloat32(-1);
} }
float24* dest = (instr.mad.dest.Value() < 0x08) ? state.output_register_table[4*instr.mad.dest.Value().GetIndex()] float24* dest = (instr.mad.dest.Value() < 0x10) ? &state.output_registers[instr.mad.dest.Value().GetIndex()][0]
: (instr.mad.dest.Value() < 0x10) ? dummy_vec4_float24
: (instr.mad.dest.Value() < 0x20) ? &state.temporary_registers[instr.mad.dest.Value().GetIndex()][0] : (instr.mad.dest.Value() < 0x20) ? &state.temporary_registers[instr.mad.dest.Value().GetIndex()][0]
: dummy_vec4_float24; : dummy_vec4_float24;
@ -587,12 +585,18 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes) {
if(num_attributes > 14) state.input_register_table[attribute_register_map.attribute14_register] = &input.attr[14].x; if(num_attributes > 14) state.input_register_table[attribute_register_map.attribute14_register] = &input.attr[14].x;
if(num_attributes > 15) state.input_register_table[attribute_register_map.attribute15_register] = &input.attr[15].x; if(num_attributes > 15) state.input_register_table[attribute_register_map.attribute15_register] = &input.attr[15].x;
// Setup output register table state.conditional_code[0] = false;
OutputVertex ret; state.conditional_code[1] = false;
// Zero output so that attributes which aren't output won't have denormals in them, which will
// slow us down later.
memset(&ret, 0, sizeof(ret));
ProcessShaderCode(state);
DebugUtils::DumpShader(shader_memory.data(), state.debug.max_offset, swizzle_data.data(),
state.debug.max_opdesc_id, registers.vs_main_offset,
registers.vs_output_attributes);
// Setup output data
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) { for (int i = 0; i < 7; ++i) {
const auto& output_register_map = registers.vs_output_attributes[i]; const auto& output_register_map = registers.vs_output_attributes[i];
@ -601,18 +605,18 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes) {
output_register_map.map_z, output_register_map.map_w output_register_map.map_z, output_register_map.map_w
}; };
for (int comp = 0; comp < 4; ++comp) for (int comp = 0; comp < 4; ++comp) {
state.output_register_table[4*i+comp] = ((float24*)&ret) + semantics[comp]; float24* out = ((float24*)&ret) + semantics[comp];
if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
*out = state.output_registers[i][comp];
} else {
// Zero output so that attributes which aren't output won't have denormals in them,
// which would slow us down later.
memset(out, 0, sizeof(*out));
}
}
} }
state.conditional_code[0] = false;
state.conditional_code[1] = false;
ProcessShaderCode(state);
DebugUtils::DumpShader(shader_memory.data(), state.debug.max_offset, swizzle_data.data(),
state.debug.max_opdesc_id, registers.vs_main_offset,
registers.vs_output_attributes);
LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)", LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)",
ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(), ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(), ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),