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	VideoCore/Shader: Use self instead of g_state.vs in ShaderSetup
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					 3 changed files with 9 additions and 13 deletions
				
			
		|  | @ -518,8 +518,7 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d | |||
|     info.labels.insert({entry_point, "main"}); | ||||
| 
 | ||||
|     // Generate debug information
 | ||||
|     debug_data = Pica::g_state.vs.ProduceDebugInfo(input_vertex, num_attributes, shader_config, | ||||
|                                                    shader_setup); | ||||
|     debug_data = shader_setup.ProduceDebugInfo(input_vertex, num_attributes, shader_config); | ||||
| 
 | ||||
|     // Reload widget state
 | ||||
|     for (int attr = 0; attr < num_attributes; ++attr) { | ||||
|  |  | |||
|  | @ -102,8 +102,8 @@ void ShaderSetup::Setup() { | |||
| #ifdef ARCHITECTURE_x86_64 | ||||
|     if (VideoCore::g_shader_jit_enabled) { | ||||
|         u64 cache_key = | ||||
|             Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^ | ||||
|             Common::ComputeHash64(&g_state.vs.swizzle_data, sizeof(g_state.vs.swizzle_data)); | ||||
|             Common::ComputeHash64(&program_code, sizeof(program_code)) ^ | ||||
|             Common::ComputeHash64(&swizzle_data, sizeof(swizzle_data)); | ||||
| 
 | ||||
|         auto iter = shader_map.find(cache_key); | ||||
|         if (iter != shader_map.end()) { | ||||
|  | @ -122,33 +122,31 @@ MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240)); | |||
| 
 | ||||
| void ShaderSetup::Run(UnitState& state) { | ||||
|     auto& config = g_state.regs.vs; | ||||
|     auto& setup = g_state.vs; | ||||
| 
 | ||||
|     MICROPROFILE_SCOPE(GPU_Shader); | ||||
| 
 | ||||
| #ifdef ARCHITECTURE_x86_64 | ||||
|     if (VideoCore::g_shader_jit_enabled) { | ||||
|         jit_shader->Run(setup, state, config.main_offset); | ||||
|         jit_shader->Run(*this, state, config.main_offset); | ||||
|     } else { | ||||
|         DebugData<false> dummy_debug_data; | ||||
|         RunInterpreter(setup, state, dummy_debug_data, config.main_offset); | ||||
|         RunInterpreter(*this, state, dummy_debug_data, config.main_offset); | ||||
|     } | ||||
| #else | ||||
|     DebugData<false> dummy_debug_data; | ||||
|     RunInterpreter(setup, state, dummy_debug_data, config.main_offset); | ||||
|     RunInterpreter(*this, state, dummy_debug_data, config.main_offset); | ||||
| #endif // ARCHITECTURE_x86_64
 | ||||
| } | ||||
| 
 | ||||
| DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, | ||||
|                                               const Regs::ShaderConfig& config, | ||||
|                                               const ShaderSetup& setup) { | ||||
|                                               const Regs::ShaderConfig& config) { | ||||
|     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(setup, state, debug_data, config.main_offset); | ||||
|     RunInterpreter(*this, state, debug_data, config.main_offset); | ||||
|     return debug_data; | ||||
| } | ||||
| 
 | ||||
|  |  | |||
|  | @ -198,11 +198,10 @@ struct ShaderSetup { | |||
|      * @param input Input vertex into the shader | ||||
|      * @param num_attributes The number of vertex shader attributes | ||||
|      * @param config Configuration object for the shader pipeline | ||||
|      * @param setup Setup 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, | ||||
|                                      const Regs::ShaderConfig& config, const ShaderSetup& setup); | ||||
|                                      const Regs::ShaderConfig& config); | ||||
| }; | ||||
| 
 | ||||
| } // namespace Shader
 | ||||
|  |  | |||
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