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VideoCore: Change misleading register names
A few registers had names such as "count" or "number" when they actually contained the maximum (that is, count - 1). This can easily lead to hard to notice off by one errors.
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@ -138,7 +138,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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immediate_input.attr[immediate_attribute_id++] = attribute;
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immediate_input.attr[immediate_attribute_id++] = attribute;
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if (immediate_attribute_id >= regs.vs.num_input_attributes + 1) {
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if (immediate_attribute_id >= regs.vs.max_input_attribute_index + 1) {
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MICROPROFILE_SCOPE(GPU_Drawing);
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MICROPROFILE_SCOPE(GPU_Drawing);
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immediate_attribute_id = 0;
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immediate_attribute_id = 0;
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@ -150,7 +150,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
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static_cast<void*>(&immediate_input));
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static_cast<void*>(&immediate_input));
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Shader::UnitState shader_unit;
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Shader::UnitState shader_unit;
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shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
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shader_unit.LoadInputVertex(immediate_input,
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regs.vs.max_input_attribute_index + 1);
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shader_engine->Run(g_state.vs, shader_unit);
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shader_engine->Run(g_state.vs, shader_unit);
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auto output_vertex = Shader::OutputVertex::FromRegisters(
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auto output_vertex = Shader::OutputVertex::FromRegisters(
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shader_unit.registers.output, regs, regs.vs.output_mask);
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shader_unit.registers.output, regs, regs.vs.output_mask);
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@ -868,7 +868,7 @@ struct Regs {
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LightSrc light[8];
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LightSrc light[8];
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LightColor global_ambient; // Emission + (material.ambient * lighting.ambient)
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LightColor global_ambient; // Emission + (material.ambient * lighting.ambient)
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INSERT_PADDING_WORDS(0x1);
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INSERT_PADDING_WORDS(0x1);
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BitField<0, 3, u32> num_lights; // Number of enabled lights - 1
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BitField<0, 3, u32> max_light_index; // Number of enabled lights - 1
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union {
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union {
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BitField<2, 2, LightingFresnelSelector> fresnel_selector;
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BitField<2, 2, LightingFresnelSelector> fresnel_selector;
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@ -1045,7 +1045,7 @@ struct Regs {
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BitField<48, 12, u64> attribute_mask;
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BitField<48, 12, u64> attribute_mask;
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// number of total attributes minus 1
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// number of total attributes minus 1
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BitField<60, 4, u64> num_extra_attributes;
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BitField<60, 4, u64> max_attribute_index;
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};
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};
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inline VertexAttributeFormat GetFormat(int n) const {
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inline VertexAttributeFormat GetFormat(int n) const {
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@ -1076,7 +1076,7 @@ struct Regs {
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}
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}
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inline int GetNumTotalAttributes() const {
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inline int GetNumTotalAttributes() const {
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return (int)num_extra_attributes + 1;
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return (int)max_attribute_index + 1;
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}
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}
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// Attribute loaders map the source vertex data to input attributes
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// Attribute loaders map the source vertex data to input attributes
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@ -1214,7 +1214,7 @@ struct Regs {
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union {
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union {
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// Number of input attributes to shader unit - 1
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// Number of input attributes to shader unit - 1
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BitField<0, 4, u32> num_input_attributes;
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BitField<0, 4, u32> max_input_attribute_index;
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};
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};
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// Offset to shader program entry point (in words)
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// Offset to shader program entry point (in words)
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@ -467,7 +467,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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// Fragment lighting switches
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// Fragment lighting switches
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case PICA_REG_INDEX(lighting.disable):
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case PICA_REG_INDEX(lighting.disable):
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case PICA_REG_INDEX(lighting.num_lights):
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case PICA_REG_INDEX(lighting.max_light_index):
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case PICA_REG_INDEX(lighting.config0):
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case PICA_REG_INDEX(lighting.config0):
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case PICA_REG_INDEX(lighting.config1):
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case PICA_REG_INDEX(lighting.config1):
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case PICA_REG_INDEX(lighting.abs_lut_input):
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case PICA_REG_INDEX(lighting.abs_lut_input):
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@ -84,7 +84,7 @@ union PicaShaderConfig {
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// Fragment lighting
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// Fragment lighting
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state.lighting.enable = !regs.lighting.disable;
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state.lighting.enable = !regs.lighting.disable;
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state.lighting.src_num = regs.lighting.num_lights + 1;
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state.lighting.src_num = regs.lighting.max_light_index + 1;
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for (unsigned light_index = 0; light_index < state.lighting.src_num; ++light_index) {
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for (unsigned light_index = 0; light_index < state.lighting.src_num; ++light_index) {
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unsigned num = regs.lighting.light_enable.GetNum(light_index);
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unsigned num = regs.lighting.light_enable.GetNum(light_index);
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