VideoCore/Shader: Split shader uniform state and shader engine

Currently there's only a single dummy implementation, which will be
split in a following commit.
This commit is contained in:
Yuri Kunde Schlesner 2016-12-16 23:21:26 -08:00
parent bd82cffd0b
commit dd4a1672a7
5 changed files with 57 additions and 22 deletions

View file

@ -518,7 +518,9 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
info.labels.insert({entry_point, "main"});
// Generate debug information
debug_data = shader_setup.ProduceDebugInfo(input_vertex, num_attributes, entry_point);
auto* shader_engine = Pica::Shader::GetEngine();
shader_engine->SetupBatch(&shader_setup);
debug_data = shader_engine->ProduceDebugInfo(input_vertex, num_attributes, entry_point);
// Reload widget state
for (int attr = 0; attr < num_attributes; ++attr) {