[GPU] Refactor: Register structs in D3D12CommandProcessor and some other places

This commit is contained in:
Triang3l
2019-10-19 23:30:53 +03:00
parent 3481f739a1
commit f83269cf8c
17 changed files with 716 additions and 498 deletions

View File

@@ -108,10 +108,12 @@ bool ShaderTranslator::GatherAllBindingInformation(Shader* shader) {
}
bool ShaderTranslator::Translate(Shader* shader, PrimitiveType patch_type,
xenos::xe_gpu_program_cntl_t cntl) {
reg::SQ_PROGRAM_CNTL cntl) {
Reset();
register_count_ = shader->type() == ShaderType::kVertex ? cntl.vs_regs + 1
: cntl.ps_regs + 1;
uint32_t cntl_num_reg = shader->type() == ShaderType::kVertex
? cntl.vs_num_reg.value()
: cntl.ps_num_reg.value();
register_count_ = (cntl_num_reg & 0x80) ? 0 : (cntl_num_reg + 1);
return TranslateInternal(shader, patch_type);
}