VideoCore/Shader: Extract DebugData out from UnitState
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6e7e767645
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c135317de1
8 changed files with 99 additions and 103 deletions
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@ -94,7 +94,6 @@ static_assert(std::is_pod<OutputRegisters>::value, "Structure is not POD");
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* single shader unit that processes all shaders serially. Putting the state information in a struct
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* here will make it easier for us to parallelize the shader processing later.
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*/
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template <bool Debug>
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struct UnitState {
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struct Registers {
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// The registers are accessed by the shader JIT using SSE instructions, and are therefore
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@ -112,8 +111,6 @@ struct UnitState {
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// TODO: How many bits do these actually have?
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s32 address_registers[3];
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DebugData<Debug> debug;
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static size_t InputOffset(const SourceRegister& reg) {
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switch (reg.GetRegisterType()) {
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case RegisterType::Input:
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@ -188,7 +185,7 @@ struct ShaderSetup {
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* @param input Input vertex into the shader
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* @param num_attributes The number of vertex shader attributes
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*/
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void Run(UnitState<false>& state, const InputVertex& input, int num_attributes);
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void Run(UnitState& state, const InputVertex& input, int num_attributes);
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/**
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* Produce debug information based on the given shader and input vertex
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