VideoCore: Consistently use shader configuration to load attributes
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7 changed files with 25 additions and 46 deletions
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@ -511,7 +511,7 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
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auto& shader_config = Pica::g_state.regs.vs;
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for (auto instr : shader_setup.program_code)
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info.code.push_back({instr});
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int num_attributes = Pica::g_state.regs.vertex_attributes.GetNumTotalAttributes();
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int num_attributes = shader_config.max_input_attribute_index + 1;
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for (auto pattern : shader_setup.swizzle_data)
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info.swizzle_info.push_back({pattern});
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@ -522,11 +522,11 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
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// Generate debug information
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Pica::Shader::InterpreterEngine shader_engine;
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shader_engine.SetupBatch(shader_setup, entry_point);
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debug_data = shader_engine.ProduceDebugInfo(shader_setup, input_vertex, num_attributes);
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debug_data = shader_engine.ProduceDebugInfo(shader_setup, input_vertex, shader_config);
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// Reload widget state
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for (int attr = 0; attr < num_attributes; ++attr) {
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unsigned source_attr = shader_config.input_register_map.GetRegisterForAttribute(attr);
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unsigned source_attr = shader_config.GetRegisterForAttribute(attr);
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input_data_mapping[attr]->setText(QString("-> v%1").arg(source_attr));
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input_data_container[attr]->setVisible(true);
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}
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