Merge pull request #593 from Subv/search_problem

Pica/VertexShader: Fixed LOOP with more than one iteration.
This commit is contained in:
Tony Wasserka 2015-02-22 15:51:12 +01:00
commit 34f21334ad

View File

@ -90,6 +90,7 @@ struct VertexShaderState {
u8 repeat_counter; // How often to repeat until this call stack element is removed 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 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? // 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? // TODO: Is there a maximal size for this?
@ -115,6 +116,8 @@ static void ProcessShaderCode(VertexShaderState& state) {
if (top.repeat_counter-- == 0) { if (top.repeat_counter-- == 0) {
state.program_counter = &shader_memory[top.return_address]; state.program_counter = &shader_memory[top.return_address];
state.call_stack.pop(); state.call_stack.pop();
} else {
state.program_counter = &shader_memory[top.loop_address];
} }
// TODO: Is "trying again" accurate to hardware? // 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, static auto call = [](VertexShaderState& state, u32 offset, u32 num_instructions,
u32 return_offset, u8 repeat_count, u8 loop_increment) { 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.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(); u32 binary_offset = state.program_counter - shader_memory.data();