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VideoCore/Shader: Use only entry_point as ShaderSetup param

This removes all implicit dependency of ShaderState on global PICA
state.
This commit is contained in:
Yuri Kunde Schlesner 2016-12-16 22:30:00 -08:00
parent e3caf669b0
commit 1e1f939817
4 changed files with 14 additions and 12 deletions

View File

@ -518,7 +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 = shader_setup.ProduceDebugInfo(input_vertex, num_attributes, shader_config); debug_data = shader_setup.ProduceDebugInfo(input_vertex, num_attributes, entry_point);
// Reload widget state // Reload widget state
for (int attr = 0; attr < num_attributes; ++attr) { for (int attr = 0; attr < num_attributes; ++attr) {

View File

@ -150,7 +150,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
static_cast<void*>(&immediate_input)); static_cast<void*>(&immediate_input));
shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1); 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::OutputVertex output_vertex =
shader_unit.output_registers.ToVertex(regs.vs); 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, g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
(void*)&input); (void*)&input);
shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes()); 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 // Retrieve vertex from register data
output_vertex = shader_unit.output_registers.ToVertex(regs.vs); output_vertex = shader_unit.output_registers.ToVertex(regs.vs);

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@ -120,33 +120,35 @@ void ShaderSetup::Setup() {
MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240)); MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
void ShaderSetup::Run(UnitState& state) { void ShaderSetup::Run(UnitState& state, unsigned int entry_point) {
auto& config = g_state.regs.vs; ASSERT(entry_point < 1024);
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(*this, state, config.main_offset); jit_shader->Run(*this, state, entry_point);
} else { } else {
DebugData<false> dummy_debug_data; DebugData<false> dummy_debug_data;
RunInterpreter(*this, state, dummy_debug_data, config.main_offset); RunInterpreter(*this, state, dummy_debug_data, entry_point);
} }
#else #else
DebugData<false> dummy_debug_data; 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 #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) { unsigned int entry_point) {
ASSERT(entry_point < 1024);
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(*this, state, debug_data, config.main_offset); RunInterpreter(*this, state, debug_data, entry_point);
return debug_data; return debug_data;
} }

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@ -191,7 +191,7 @@ struct ShaderSetup {
* Runs the currently setup shader * Runs the currently setup shader
* @param state Shader unit state, must be setup per shader and per shader unit * @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 * 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 * @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); unsigned int entry_point);
}; };
} // namespace Shader } // namespace Shader