VideoCore/Shader: Split shader uniform state and shader engine

Currently there's only a single dummy implementation, which will be
split in a following commit.
This commit is contained in:
Yuri Kunde Schlesner 2016-12-16 23:21:26 -08:00
parent bd82cffd0b
commit dd4a1672a7
5 changed files with 57 additions and 22 deletions

View file

@ -156,7 +156,6 @@ struct UnitState {
void ClearCache();
struct ShaderSetup {
struct {
// The float uniforms are accessed by the shader JIT using SSE instructions, and are
// therefore required to be 16-byte aligned.
@ -180,18 +179,23 @@ struct ShaderSetup {
std::array<u32, 1024> program_code;
std::array<u32, 1024> swizzle_data;
};
class ShaderEngine {
public:
virtual ~ShaderEngine() = default;
/**
* 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).
*/
void Setup();
virtual void SetupBatch(const ShaderSetup* setup) = 0;
/**
* Runs the currently setup shader
* @param state Shader unit state, must be setup per shader and per shader unit
*/
void Run(UnitState& state, unsigned int entry_point) const;
virtual void Run(UnitState& state, unsigned int entry_point) const = 0;
/**
* Produce debug information based on the given shader and input vertex
@ -200,10 +204,13 @@ struct ShaderSetup {
* @param config Configuration object for the shader pipeline
* @return Debug information for this shader with regards to the given vertex
*/
DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes,
unsigned int entry_point) const;
virtual DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes,
unsigned int entry_point) const = 0;
};
// TODO(yuriks): Remove and make it non-global state somewhere
ShaderEngine* GetEngine();
} // namespace Shader
} // namespace Pica