VideoCore/Shader: Use only entry_point as ShaderSetup param
This removes all implicit dependency of ShaderState on global PICA state.
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e3caf669b0
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1e1f939817
4 changed files with 14 additions and 12 deletions
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@ -120,33 +120,35 @@ void ShaderSetup::Setup() {
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MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
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void ShaderSetup::Run(UnitState& state) {
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auto& config = g_state.regs.vs;
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void ShaderSetup::Run(UnitState& state, unsigned int entry_point) {
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ASSERT(entry_point < 1024);
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MICROPROFILE_SCOPE(GPU_Shader);
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#ifdef ARCHITECTURE_x86_64
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if (VideoCore::g_shader_jit_enabled) {
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jit_shader->Run(*this, state, config.main_offset);
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jit_shader->Run(*this, state, entry_point);
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} else {
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DebugData<false> dummy_debug_data;
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RunInterpreter(*this, state, dummy_debug_data, config.main_offset);
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RunInterpreter(*this, state, dummy_debug_data, entry_point);
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}
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#else
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DebugData<false> dummy_debug_data;
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RunInterpreter(*this, state, dummy_debug_data, config.main_offset);
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RunInterpreter(*this, state, dummy_debug_data, entry_point);
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#endif // ARCHITECTURE_x86_64
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}
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DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes,
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const Regs::ShaderConfig& config) {
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unsigned int entry_point) {
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ASSERT(entry_point < 1024);
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UnitState state;
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DebugData<true> debug_data;
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// Setup input register table
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boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
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state.LoadInputVertex(input, num_attributes);
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RunInterpreter(*this, state, debug_data, config.main_offset);
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RunInterpreter(*this, state, debug_data, entry_point);
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return debug_data;
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}
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@ -191,7 +191,7 @@ struct ShaderSetup {
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* Runs the currently setup shader
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* @param state Shader unit state, must be setup per shader and per shader unit
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*/
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void Run(UnitState& state);
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void Run(UnitState& state, unsigned int entry_point);
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/**
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* Produce debug information based on the given shader and input vertex
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@ -201,7 +201,7 @@ struct ShaderSetup {
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* @return Debug information for this shader with regards to the given vertex
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*/
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DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes,
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const Regs::ShaderConfig& config);
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unsigned int entry_point);
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};
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} // namespace Shader
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