VideoCore/Shader: Use only entry_point as ShaderSetup param

This removes all implicit dependency of ShaderState on global PICA
state.
This commit is contained in:
Yuri Kunde Schlesner 2016-12-16 22:30:00 -08:00
parent e3caf669b0
commit 1e1f939817
4 changed files with 14 additions and 12 deletions

View file

@ -120,33 +120,35 @@ void ShaderSetup::Setup() {
MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
void ShaderSetup::Run(UnitState& state) {
auto& config = g_state.regs.vs;
void ShaderSetup::Run(UnitState& state, unsigned int entry_point) {
ASSERT(entry_point < 1024);
MICROPROFILE_SCOPE(GPU_Shader);
#ifdef ARCHITECTURE_x86_64
if (VideoCore::g_shader_jit_enabled) {
jit_shader->Run(*this, state, config.main_offset);
jit_shader->Run(*this, state, entry_point);
} else {
DebugData<false> dummy_debug_data;
RunInterpreter(*this, state, dummy_debug_data, config.main_offset);
RunInterpreter(*this, state, dummy_debug_data, entry_point);
}
#else
DebugData<false> dummy_debug_data;
RunInterpreter(*this, state, dummy_debug_data, config.main_offset);
RunInterpreter(*this, state, dummy_debug_data, entry_point);
#endif // ARCHITECTURE_x86_64
}
DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes,
const Regs::ShaderConfig& config) {
unsigned int entry_point) {
ASSERT(entry_point < 1024);
UnitState state;
DebugData<true> debug_data;
// Setup input register table
boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
state.LoadInputVertex(input, num_attributes);
RunInterpreter(*this, state, debug_data, config.main_offset);
RunInterpreter(*this, state, debug_data, entry_point);
return debug_data;
}