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https://github.com/starr-dusT/yuzu-mainline
synced 2024-03-05 21:12:25 -08:00
GPU: Added a function to determine whether a shader stage is enabled or not.
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@ -301,5 +301,26 @@ u32 Maxwell3D::GetRegisterValue(u32 method) const {
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return regs.reg_array[method];
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}
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bool Maxwell3D::IsShaderStageEnabled(Regs::ShaderStage stage) const {
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// The Vertex stage is always enabled.
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if (stage == Regs::ShaderStage::Vertex)
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return true;
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switch (stage) {
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case Regs::ShaderStage::TesselationControl:
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return regs.shader_config[static_cast<size_t>(Regs::ShaderProgram::TesselationControl)]
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.enable != 0;
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case Regs::ShaderStage::TesselationEval:
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return regs.shader_config[static_cast<size_t>(Regs::ShaderProgram::TesselationEval)]
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.enable != 0;
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case Regs::ShaderStage::Geometry:
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return regs.shader_config[static_cast<size_t>(Regs::ShaderProgram::Geometry)].enable != 0;
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case Regs::ShaderStage::Fragment:
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return regs.shader_config[static_cast<size_t>(Regs::ShaderProgram::Fragment)].enable != 0;
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}
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UNREACHABLE();
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}
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} // namespace Engines
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} // namespace Tegra
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@ -518,6 +518,9 @@ public:
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/// Returns a list of enabled textures for the specified shader stage.
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std::vector<Texture::FullTextureInfo> GetStageTextures(Regs::ShaderStage stage) const;
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/// Returns whether the specified shader stage is enabled or not.
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bool IsShaderStageEnabled(Regs::ShaderStage stage) const;
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private:
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std::unordered_map<u32, std::vector<u32>> uploaded_macros;
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@ -191,8 +191,9 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size
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auto& shader_config = gpu.regs.shader_config[index];
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const Maxwell::ShaderProgram program{static_cast<Maxwell::ShaderProgram>(index)};
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// VertexB program is always enabled, despite bit setting
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const bool is_enabled{shader_config.enable || program == Maxwell::ShaderProgram::VertexB};
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const auto& stage = index - 1; // Stage indices are 0 - 5
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const bool is_enabled = gpu.IsShaderStageEnabled(static_cast<Maxwell::ShaderStage>(stage));
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// Skip stages that are not enabled
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if (!is_enabled) {
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@ -200,7 +201,6 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size
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}
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// Upload uniform data as one UBO per stage
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const auto& stage = index - 1; // Stage indices are 0 - 5
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const GLintptr ubo_offset = buffer_offset + static_cast<GLintptr>(ptr_pos);
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copy_buffer(uniform_buffers[stage].handle, ubo_offset,
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sizeof(GLShader::MaxwellUniformData));
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