VideoCore/Shader: Move entry_point to SetupBatch

This commit is contained in:
Yuri Kunde Schlesner 2016-12-17 16:16:02 -08:00
parent 0f64274145
commit 0e9081b973
7 changed files with 29 additions and 29 deletions

View file

@ -170,6 +170,7 @@ struct ShaderSetup {
/// Data private to ShaderEngines
struct EngineData {
unsigned int entry_point;
/// Used by the JIT, points to a compiled shader object.
const void* cached_shader = nullptr;
} engine_data;
@ -183,7 +184,7 @@ public:
* Performs any shader unit setup that only needs to happen once per shader (as opposed to once
* per vertex, which would happen within the `Run` function).
*/
virtual void SetupBatch(ShaderSetup& setup) = 0;
virtual void SetupBatch(ShaderSetup& setup, unsigned int entry_point) = 0;
/**
* Runs the currently setup shader.
@ -191,8 +192,7 @@ public:
* @param setup Shader engine state, must be setup with SetupBatch on each shader change.
* @param state Shader unit state, must be setup with input data before each shader invocation.
*/
virtual void Run(const ShaderSetup& setup, UnitState& state,
unsigned int entry_point) const = 0;
virtual void Run(const ShaderSetup& setup, UnitState& state) const = 0;
};
// TODO(yuriks): Remove and make it non-global state somewhere