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[PICA] Why is attribute fetching so hard
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parent
39bfeda586
commit
8770e6dc41
6 changed files with 44 additions and 8 deletions
include/PICA
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@ -146,4 +146,4 @@ namespace Floats {
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using f20 = Float<12, 7>;
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using f16 = Float<10, 5>;
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} // namespace Pica
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} // namespace Floats
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@ -51,6 +51,12 @@ class GPU {
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struct AttribInfo {
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u32 offset = 0; // Offset from base vertex array
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int size = 0; // Bytes per vertex
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u32 config1 = 0;
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u32 config2 = 0;
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u64 getConfigFull() {
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return u64(config1) | (u64(config2) << 32);
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}
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};
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std::array<AttribInfo, maxAttribCount> attributeInfo; // Info for each of the 12 attributes
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@ -2,8 +2,9 @@
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namespace PICAInternalRegs {
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enum : u32 {
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// Geometry pipelin regs
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// Geometry pipeline regs
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VertexAttribLoc = 0x200,
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AttribFormatLow = 0x201,
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AttribFormatHigh = 0x202,
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IndexBufferConfig = 0x227,
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VertexCountReg = 0x228,
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@ -3,9 +3,13 @@
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#include <array>
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#include <cstring>
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#include "helpers.hpp"
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#include "opengl.hpp"
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#include "PICA/float_types.hpp"
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class PICAShader {
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int bufferIndex; // Index of the next instruction to overwrite
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using f24 = Floats::f24;
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using vec4f = OpenGL::Vector<f24, 4>;
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public:
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std::array<u32, 512> loadedShader; // Currently loaded & active shader
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@ -13,16 +17,23 @@ public:
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u32 boolUniform;
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std::array<u32, 4> intUniforms;
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std::array<u32, 8> floatUniforms;
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std::array<vec4f, 8> floatUniforms;
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std::array<vec4f, 16> attributes;
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std::array<vec4f, 16> outputs;
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void reset() {
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loadedShader.fill(0);
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bufferedShader.fill(0);
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intUniforms.fill(0);
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floatUniforms.fill(0);
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boolUniform = 0;
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bufferIndex = 0;
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const vec4f zero = vec4f({ f24::fromFloat32(0.0), f24::fromFloat32(0.0), f24::fromFloat32(0.0), f24::fromFloat32(0.0) });
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attributes.fill(zero);
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floatUniforms.fill(zero);
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outputs.fill(zero);
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}
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void finalize() {
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