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PICA: Use VS config to get immediate mode attribute count
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@ -131,14 +131,17 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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immediate_input.attr[immediate_attribute_id++] = attribute;
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if (immediate_attribute_id >= attribute_config.GetNumTotalAttributes()) {
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if (immediate_attribute_id >= g_state.regs.vs.GetNumTotalAttributes()) {
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immediate_attribute_id = 0;
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Shader::UnitState<false> shader_unit;
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Shader::Setup(shader_unit);
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&immediate_input);
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// Send to vertex shader
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Shader::OutputVertex output = Shader::Run(shader_unit, immediate_input, attribute_config.GetNumTotalAttributes());
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Shader::OutputVertex output = Shader::Run(shader_unit, immediate_input, g_state.regs.vs.GetNumTotalAttributes());
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// Send to renderer
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using Pica::Shader::OutputVertex;
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@ -985,6 +985,7 @@ struct Regs {
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return (id >= 12) || (attribute_mask & (1ULL << id)) != 0;
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}
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// The number of attributes loaded from the vertex buffer
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inline int GetNumTotalAttributes() const {
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return (int)num_extra_attributes+1;
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}
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@ -1123,7 +1124,17 @@ struct Regs {
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BitField<24, 8, u32> w;
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} int_uniforms[4];
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INSERT_PADDING_WORDS(0x5);
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INSERT_PADDING_WORDS(0x4);
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union {
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BitField<0, 4, u32> input_vertex_attributes;
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//TODO: Geometry Shader fields
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};
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// Number of fixed attributes + loaded from vertex buffer (or immediate buffer) ?
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inline int GetNumTotalAttributes() const {
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return (int)input_vertex_attributes+1;
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}
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// Offset to shader program entry point (in words)
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BitField<0, 16, u32> main_offset;
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@ -1292,6 +1303,7 @@ ASSERT_REG_POSITION(triangle_topology, 0x25e);
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ASSERT_REG_POSITION(restart_primitive, 0x25f);
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ASSERT_REG_POSITION(gs, 0x280);
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ASSERT_REG_POSITION(vs, 0x2b0);
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ASSERT_REG_POSITION(vs.input_vertex_attributes, 0x2b9);
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#undef ASSERT_REG_POSITION
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#endif // !defined(_MSC_VER)
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