VideoCore/Shader: Move per-batch ShaderEngine state into ShaderSetup

This commit is contained in:
Yuri Kunde Schlesner 2016-12-17 16:06:04 -08:00
parent 6fa3687afc
commit 0f64274145
7 changed files with 43 additions and 46 deletions

View file

@ -167,6 +167,12 @@ struct ShaderSetup {
std::array<u32, 1024> program_code;
std::array<u32, 1024> swizzle_data;
/// Data private to ShaderEngines
struct EngineData {
/// Used by the JIT, points to a compiled shader object.
const void* cached_shader = nullptr;
} engine_data;
};
class ShaderEngine {
@ -177,13 +183,16 @@ 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(const ShaderSetup* setup) = 0;
virtual void SetupBatch(ShaderSetup& setup) = 0;
/**
* Runs the currently setup shader
* @param state Shader unit state, must be setup per shader and per shader unit
* Runs the currently setup shader.
*
* @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(UnitState& state, unsigned int entry_point) const = 0;
virtual void Run(const ShaderSetup& setup, UnitState& state,
unsigned int entry_point) const = 0;
};
// TODO(yuriks): Remove and make it non-global state somewhere