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	VideoCore/Shader: Use only entry_point as ShaderSetup param
This removes all implicit dependency of ShaderState on global PICA state.
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					 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
 | ||||
|  |  | |||
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