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d3d12: Fix fragment constant filling
The command buffer does not necessarily set them in order...
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1c803e725b
commit
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1 changed files with 14 additions and 7 deletions
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@ -492,15 +492,22 @@ void D3D12GSRender::FillPixelShaderConstantsBuffer()
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{
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u32 vector[4];
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// Is it assigned by color register in command buffer ?
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if (!m_fragment_constants.empty() && offsetInFP == m_fragment_constants.front().id - m_cur_fragment_prog->offset)
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// TODO : we loop every iteration, we might do better...
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bool isCommandBufferSetConstant = false;
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for (const RSXTransformConstant& c : m_fragment_constants)
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{
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const RSXTransformConstant& c = m_fragment_constants.front();
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vector[0] = (u32&)c.x;
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vector[1] = (u32&)c.y;
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vector[2] = (u32&)c.z;
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vector[3] = (u32&)c.w;
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size_t fragmentId = c.id - m_cur_fragment_prog->offset;
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if (fragmentId == offsetInFP)
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{
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isCommandBufferSetConstant = true;
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vector[0] = (u32&)c.x;
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vector[1] = (u32&)c.y;
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vector[2] = (u32&)c.z;
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vector[3] = (u32&)c.w;
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break;
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}
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}
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else
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if (!isCommandBufferSetConstant)
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{
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auto data = vm::ptr<u32>::make(m_cur_fragment_prog->addr + (u32)offsetInFP);
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