aboutsummaryrefslogtreecommitdiffhomepage
path: root/src/video_core
diff options
context:
space:
mode:
authorGravatar Tony Wasserka <neobrainx@gmail.com>2015-02-22 15:51:12 +0100
committerGravatar Tony Wasserka <neobrainx@gmail.com>2015-02-22 15:51:12 +0100
commit34f21334ad987bbef5e26846c99f5a12da3116ef (patch)
tree8345bd4d36d9e306ecb6ff3405279606c09b7318 /src/video_core
parent3c5aaafb402dec431517faeb49a4b30c5ac42495 (diff)
parent9a03e9c61d0f2d3d28dad66cd05656d256468027 (diff)
Merge pull request #593 from Subv/search_problem
Pica/VertexShader: Fixed LOOP with more than one iteration.
Diffstat (limited to 'src/video_core')
-rw-r--r--src/video_core/vertex_shader.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp
index def868ac..bc8c0041 100644
--- a/src/video_core/vertex_shader.cpp
+++ b/src/video_core/vertex_shader.cpp
@@ -90,6 +90,7 @@ struct VertexShaderState {
u8 repeat_counter; // How often to repeat until this call stack element is removed
u8 loop_increment; // Which value to add to the loop counter after an iteration
// TODO: Should this be a signed value? Does it even matter?
+ u32 loop_address; // The address where we'll return to after each loop iteration
};
// TODO: Is there a maximal size for this?
@@ -115,6 +116,8 @@ static void ProcessShaderCode(VertexShaderState& state) {
if (top.repeat_counter-- == 0) {
state.program_counter = &shader_memory[top.return_address];
state.call_stack.pop();
+ } else {
+ state.program_counter = &shader_memory[top.loop_address];
}
// TODO: Is "trying again" accurate to hardware?
@@ -129,7 +132,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
static auto call = [](VertexShaderState& state, u32 offset, u32 num_instructions,
u32 return_offset, u8 repeat_count, u8 loop_increment) {
state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
- state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment });
+ state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment, offset });
};
u32 binary_offset = state.program_counter - shader_memory.data();