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	Use new shader-jit signature for interpreter
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					 3 changed files with 8 additions and 8 deletions
				
			
		|  | @ -84,9 +84,9 @@ OutputVertex ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, | |||
|     if (VideoCore::g_shader_jit_enabled) | ||||
|         jit_shader->Run(setup, state, config.main_offset); | ||||
|     else | ||||
|         RunInterpreter(state); | ||||
|         RunInterpreter(setup, state, config.main_offset); | ||||
| #else | ||||
|     RunInterpreter(state); | ||||
|     RunInterpreter(setup, state, config.main_offset); | ||||
| #endif // ARCHITECTURE_x86_64
 | ||||
| 
 | ||||
|     // Setup output data
 | ||||
|  | @ -157,7 +157,7 @@ DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_ | |||
|     state.conditional_code[0] = false; | ||||
|     state.conditional_code[1] = false; | ||||
| 
 | ||||
|     RunInterpreter(state); | ||||
|     RunInterpreter(setup, state, config.main_offset); | ||||
|     return state.debug; | ||||
| } | ||||
| 
 | ||||
|  |  | |||
|  | @ -41,11 +41,11 @@ struct CallStackElement { | |||
| }; | ||||
| 
 | ||||
| template<bool Debug> | ||||
| void RunInterpreter(UnitState<Debug>& state) { | ||||
| void RunInterpreter(const ShaderSetup& setup, UnitState<Debug>& state, unsigned offset) { | ||||
|     // TODO: Is there a maximal size for this?
 | ||||
|     boost::container::static_vector<CallStackElement, 16> call_stack; | ||||
| 
 | ||||
|     u32 program_counter = g_state.regs.vs.main_offset; | ||||
|     u32 program_counter = offset; | ||||
| 
 | ||||
|     const auto& uniforms = g_state.vs.uniforms; | ||||
|     const auto& swizzle_data = g_state.vs.swizzle_data; | ||||
|  | @ -647,8 +647,8 @@ void RunInterpreter(UnitState<Debug>& state) { | |||
| } | ||||
| 
 | ||||
| // Explicit instantiation
 | ||||
| template void RunInterpreter(UnitState<false>& state); | ||||
| template void RunInterpreter(UnitState<true>& state); | ||||
| template void RunInterpreter(const ShaderSetup& setup, UnitState<false>& state, unsigned offset); | ||||
| template void RunInterpreter(const ShaderSetup& setup, UnitState<true>& state, unsigned offset); | ||||
| 
 | ||||
| } // namespace
 | ||||
| 
 | ||||
|  |  | |||
|  | @ -11,7 +11,7 @@ namespace Shader { | |||
| template <bool Debug> struct UnitState; | ||||
| 
 | ||||
| template<bool Debug> | ||||
| void RunInterpreter(UnitState<Debug>& state); | ||||
| void RunInterpreter(const ShaderSetup& setup, UnitState<Debug>& state, unsigned offset); | ||||
| 
 | ||||
| } // namespace
 | ||||
| 
 | ||||
|  |  | |||
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