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gl_shader_manager: Remove reliance on global accessor within MaxwellUniformData::SetFromRegs()

We can just pass in the Maxwell3D instance instead of going through the
system class to get at it.

This also lets us simplify the interface a little bit. Since we pass in
the Maxwell3D context now, we only really need to pass the shader stage
index value in.
This commit is contained in:
Lioncash 2019-03-27 13:17:35 -04:00
parent d68716efdc
commit 7d88fc83bf
3 changed files with 9 additions and 9 deletions

View File

@ -320,7 +320,7 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
const std::size_t stage{index == 0 ? 0 : index - 1}; // Stage indices are 0 - 5 const std::size_t stage{index == 0 ? 0 : index - 1}; // Stage indices are 0 - 5
GLShader::MaxwellUniformData ubo{}; GLShader::MaxwellUniformData ubo{};
ubo.SetFromRegs(gpu.state.shader_stages[stage]); ubo.SetFromRegs(gpu, stage);
const GLintptr offset = buffer_cache.UploadHostMemory( const GLintptr offset = buffer_cache.UploadHostMemory(
&ubo, sizeof(ubo), static_cast<std::size_t>(uniform_buffer_alignment)); &ubo, sizeof(ubo), static_cast<std::size_t>(uniform_buffer_alignment));

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@ -2,15 +2,13 @@
// Licensed under GPLv2 or any later version // Licensed under GPLv2 or any later version
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include "core/core.h"
#include "video_core/renderer_opengl/gl_shader_manager.h" #include "video_core/renderer_opengl/gl_shader_manager.h"
namespace OpenGL::GLShader { namespace OpenGL::GLShader {
void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage) { void MaxwellUniformData::SetFromRegs(const Maxwell3D& maxwell, std::size_t shader_stage) {
const auto& gpu = Core::System::GetInstance().GPU().Maxwell3D(); const auto& regs = maxwell.regs;
const auto& regs = gpu.regs; const auto& state = maxwell.state;
const auto& state = gpu.state;
// TODO(bunnei): Support more than one viewport // TODO(bunnei): Support more than one viewport
viewport_flip[0] = regs.viewport_transform[0].scale_x < 0.0 ? -1.0f : 1.0f; viewport_flip[0] = regs.viewport_transform[0].scale_x < 0.0 ? -1.0f : 1.0f;
@ -31,8 +29,9 @@ void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& sh
// Assign in which stage the position has to be flipped // Assign in which stage the position has to be flipped
// (the last stage before the fragment shader). // (the last stage before the fragment shader).
if (gpu.regs.shader_config[static_cast<u32>(Maxwell3D::Regs::ShaderProgram::Geometry)].enable) { constexpr u32 geometry_index = static_cast<u32>(Maxwell3D::Regs::ShaderProgram::Geometry);
flip_stage = static_cast<u32>(Maxwell3D::Regs::ShaderProgram::Geometry); if (maxwell.regs.shader_config[geometry_index].enable) {
flip_stage = geometry_index;
} else { } else {
flip_stage = static_cast<u32>(Maxwell3D::Regs::ShaderProgram::VertexB); flip_stage = static_cast<u32>(Maxwell3D::Regs::ShaderProgram::VertexB);
} }

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@ -19,7 +19,8 @@ using Tegra::Engines::Maxwell3D;
/// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not. /// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
/// Not following that rule will cause problems on some AMD drivers. /// Not following that rule will cause problems on some AMD drivers.
struct MaxwellUniformData { struct MaxwellUniformData {
void SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage); void SetFromRegs(const Maxwell3D& maxwell, std::size_t shader_stage);
alignas(16) GLvec4 viewport_flip; alignas(16) GLvec4 viewport_flip;
struct alignas(16) { struct alignas(16) {
GLuint instance_id; GLuint instance_id;