forked from suyu/suyu
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:
parent
e3caf669b0
commit
1e1f939817
4 changed files with 14 additions and 12 deletions
|
@ -518,7 +518,7 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
|
|||
info.labels.insert({entry_point, "main"});
|
||||
|
||||
// Generate debug information
|
||||
debug_data = shader_setup.ProduceDebugInfo(input_vertex, num_attributes, shader_config);
|
||||
debug_data = shader_setup.ProduceDebugInfo(input_vertex, num_attributes, entry_point);
|
||||
|
||||
// Reload widget state
|
||||
for (int attr = 0; attr < num_attributes; ++attr) {
|
||||
|
|
|
@ -150,7 +150,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
|
||||
static_cast<void*>(&immediate_input));
|
||||
shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
|
||||
g_state.vs.Run(shader_unit);
|
||||
g_state.vs.Run(shader_unit, regs.vs.main_offset);
|
||||
Shader::OutputVertex output_vertex =
|
||||
shader_unit.output_registers.ToVertex(regs.vs);
|
||||
|
||||
|
@ -285,7 +285,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
|
||||
(void*)&input);
|
||||
shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes());
|
||||
g_state.vs.Run(shader_unit);
|
||||
g_state.vs.Run(shader_unit, regs.vs.main_offset);
|
||||
|
||||
// Retrieve vertex from register data
|
||||
output_vertex = shader_unit.output_registers.ToVertex(regs.vs);
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -191,7 +191,7 @@ struct ShaderSetup {
|
|||
* Runs the currently setup shader
|
||||
* @param state Shader unit state, must be setup per shader and per shader unit
|
||||
*/
|
||||
void Run(UnitState& state);
|
||||
void Run(UnitState& state, unsigned int entry_point);
|
||||
|
||||
/**
|
||||
* Produce debug information based on the given shader and input vertex
|
||||
|
@ -201,7 +201,7 @@ struct ShaderSetup {
|
|||
* @return Debug information for this shader with regards to the given vertex
|
||||
*/
|
||||
DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes,
|
||||
const Regs::ShaderConfig& config);
|
||||
unsigned int entry_point);
|
||||
};
|
||||
|
||||
} // namespace Shader
|
||||
|
|
Loading…
Reference in a new issue