[PICA] Start implementing shader interpreter
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@@ -71,7 +71,9 @@ void GPU::drawArrays() {
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for (int attrCount = 0; attrCount < totalAttribCount; attrCount++) {
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// Check if attribute is fixed or not
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if (fixedAttribMask & (1 << attrCount)) { // Fixed attribute
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vec4f& fixedAttr = shaderUnit.vs.fixedAttributes[attrCount]; // TODO: Is this how it works?
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vec4f& inputAttr = shaderUnit.vs.attributes[attrCount];
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std::memcpy(&inputAttr, &fixedAttr, sizeof(vec4f)); // Copy fixed attr to input attr
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} else { // Non-fixed attribute
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auto& attr = attributeInfo[attrCount]; // Get information for this attribute
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u64 attrCfg = attr.getConfigFull(); // Get config1 | (config2 << 32)
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@@ -113,5 +115,7 @@ void GPU::drawArrays() {
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printf("Attribute %d, type: %d, component count: %d\n", attrCount, attribType, componentCount);
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}
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}
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shaderUnit.vs.run(); // Run vertex shader for vertex
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}
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}
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