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	Shader: Initialize conditional_code in interpreter
This doesn't belong in LoadInputVertex because it also happens for non-VS invocations. Since it's not used by the JIT it seems adequate to initialize it in the interpreter which is the only thing that cares about them.
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					 2 changed files with 3 additions and 3 deletions
				
			
		|  | @ -76,9 +76,6 @@ void UnitState::LoadInputVertex(const InputVertex& input, int num_attributes) { | |||
| 
 | ||||
|     for (int i = 0; i < num_attributes; i++) | ||||
|         registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i]; | ||||
| 
 | ||||
|     conditional_code[0] = false; | ||||
|     conditional_code[1] = false; | ||||
| } | ||||
| 
 | ||||
| MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240)); | ||||
|  |  | |||
|  | @ -45,6 +45,9 @@ static void RunInterpreter(const ShaderSetup& setup, UnitState& state, DebugData | |||
|     boost::container::static_vector<CallStackElement, 16> call_stack; | ||||
|     u32 program_counter = offset; | ||||
| 
 | ||||
|     state.conditional_code[0] = false; | ||||
|     state.conditional_code[1] = false; | ||||
| 
 | ||||
|     auto call = [&program_counter, &call_stack](u32 offset, u32 num_instructions, u32 return_offset, | ||||
|                                                 u8 repeat_count, u8 loop_increment) { | ||||
|         // -1 to make sure when incrementing the PC we end up at the correct offset
 | ||||
|  |  | |||
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