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VideoCore/Shader: Use self instead of g_state.vs in ShaderSetup

This commit is contained in:
Yuri Kunde Schlesner 2016-12-16 21:48:36 -08:00
parent 34d581f2dc
commit e3caf669b0
3 changed files with 9 additions and 13 deletions

View File

@ -518,8 +518,7 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
info.labels.insert({entry_point, "main"}); info.labels.insert({entry_point, "main"});
// Generate debug information // Generate debug information
debug_data = Pica::g_state.vs.ProduceDebugInfo(input_vertex, num_attributes, shader_config, debug_data = shader_setup.ProduceDebugInfo(input_vertex, num_attributes, shader_config);
shader_setup);
// Reload widget state // Reload widget state
for (int attr = 0; attr < num_attributes; ++attr) { for (int attr = 0; attr < num_attributes; ++attr) {

View File

@ -102,8 +102,8 @@ void ShaderSetup::Setup() {
#ifdef ARCHITECTURE_x86_64 #ifdef ARCHITECTURE_x86_64
if (VideoCore::g_shader_jit_enabled) { if (VideoCore::g_shader_jit_enabled) {
u64 cache_key = u64 cache_key =
Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^ Common::ComputeHash64(&program_code, sizeof(program_code)) ^
Common::ComputeHash64(&g_state.vs.swizzle_data, sizeof(g_state.vs.swizzle_data)); Common::ComputeHash64(&swizzle_data, sizeof(swizzle_data));
auto iter = shader_map.find(cache_key); auto iter = shader_map.find(cache_key);
if (iter != shader_map.end()) { 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) { void ShaderSetup::Run(UnitState& state) {
auto& config = g_state.regs.vs; auto& config = g_state.regs.vs;
auto& setup = g_state.vs;
MICROPROFILE_SCOPE(GPU_Shader); MICROPROFILE_SCOPE(GPU_Shader);
#ifdef ARCHITECTURE_x86_64 #ifdef ARCHITECTURE_x86_64
if (VideoCore::g_shader_jit_enabled) { if (VideoCore::g_shader_jit_enabled) {
jit_shader->Run(setup, state, config.main_offset); jit_shader->Run(*this, state, config.main_offset);
} else { } else {
DebugData<false> dummy_debug_data; DebugData<false> dummy_debug_data;
RunInterpreter(setup, state, dummy_debug_data, config.main_offset); RunInterpreter(*this, state, dummy_debug_data, config.main_offset);
} }
#else #else
DebugData<false> dummy_debug_data; 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 #endif // ARCHITECTURE_x86_64
} }
DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes,
const Regs::ShaderConfig& config, const Regs::ShaderConfig& config) {
const ShaderSetup& setup) {
UnitState state; UnitState state;
DebugData<true> debug_data; DebugData<true> debug_data;
// Setup input register table // Setup input register table
boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero())); boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
state.LoadInputVertex(input, num_attributes); state.LoadInputVertex(input, num_attributes);
RunInterpreter(setup, state, debug_data, config.main_offset); RunInterpreter(*this, state, debug_data, config.main_offset);
return debug_data; return debug_data;
} }

View File

@ -198,11 +198,10 @@ struct ShaderSetup {
* @param input Input vertex into the shader * @param input Input vertex into the shader
* @param num_attributes The number of vertex shader attributes * @param num_attributes The number of vertex shader attributes
* @param config Configuration object for the shader pipeline * @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 * @return Debug information for this shader with regards to the given vertex
*/ */
DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes,
const Regs::ShaderConfig& config, const ShaderSetup& setup); const Regs::ShaderConfig& config);
}; };
} // namespace Shader } // namespace Shader