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VideoCore/Shader: Use self instead of g_state.vs in ShaderSetup
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commit
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3 changed files with 9 additions and 13 deletions
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@ -518,8 +518,7 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
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info.labels.insert({entry_point, "main"});
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info.labels.insert({entry_point, "main"});
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// Generate debug information
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// Generate debug information
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debug_data = Pica::g_state.vs.ProduceDebugInfo(input_vertex, num_attributes, shader_config,
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debug_data = shader_setup.ProduceDebugInfo(input_vertex, num_attributes, shader_config);
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shader_setup);
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// Reload widget state
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// Reload widget state
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for (int attr = 0; attr < num_attributes; ++attr) {
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for (int attr = 0; attr < num_attributes; ++attr) {
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@ -102,8 +102,8 @@ void ShaderSetup::Setup() {
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#ifdef ARCHITECTURE_x86_64
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#ifdef ARCHITECTURE_x86_64
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if (VideoCore::g_shader_jit_enabled) {
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if (VideoCore::g_shader_jit_enabled) {
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u64 cache_key =
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u64 cache_key =
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Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^
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Common::ComputeHash64(&program_code, sizeof(program_code)) ^
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Common::ComputeHash64(&g_state.vs.swizzle_data, sizeof(g_state.vs.swizzle_data));
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Common::ComputeHash64(&swizzle_data, sizeof(swizzle_data));
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auto iter = shader_map.find(cache_key);
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auto iter = shader_map.find(cache_key);
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if (iter != shader_map.end()) {
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if (iter != shader_map.end()) {
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@ -122,33 +122,31 @@ MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
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void ShaderSetup::Run(UnitState& state) {
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void ShaderSetup::Run(UnitState& state) {
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auto& config = g_state.regs.vs;
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auto& config = g_state.regs.vs;
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auto& setup = g_state.vs;
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MICROPROFILE_SCOPE(GPU_Shader);
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MICROPROFILE_SCOPE(GPU_Shader);
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#ifdef ARCHITECTURE_x86_64
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#ifdef ARCHITECTURE_x86_64
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if (VideoCore::g_shader_jit_enabled) {
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if (VideoCore::g_shader_jit_enabled) {
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jit_shader->Run(setup, state, config.main_offset);
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jit_shader->Run(*this, state, config.main_offset);
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} else {
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} else {
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DebugData<false> dummy_debug_data;
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DebugData<false> dummy_debug_data;
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RunInterpreter(setup, state, dummy_debug_data, config.main_offset);
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RunInterpreter(*this, state, dummy_debug_data, config.main_offset);
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}
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}
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#else
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#else
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DebugData<false> dummy_debug_data;
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DebugData<false> dummy_debug_data;
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RunInterpreter(setup, state, dummy_debug_data, config.main_offset);
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RunInterpreter(*this, state, dummy_debug_data, config.main_offset);
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#endif // ARCHITECTURE_x86_64
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#endif // ARCHITECTURE_x86_64
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}
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}
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DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes,
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DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes,
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const Regs::ShaderConfig& config,
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const Regs::ShaderConfig& config) {
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const ShaderSetup& setup) {
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UnitState state;
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UnitState state;
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DebugData<true> debug_data;
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DebugData<true> debug_data;
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// Setup input register table
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// Setup input register table
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boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
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boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
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state.LoadInputVertex(input, num_attributes);
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state.LoadInputVertex(input, num_attributes);
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RunInterpreter(setup, state, debug_data, config.main_offset);
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RunInterpreter(*this, state, debug_data, config.main_offset);
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return debug_data;
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return debug_data;
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}
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}
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@ -198,11 +198,10 @@ struct ShaderSetup {
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* @param input Input vertex into the shader
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* @param input Input vertex into the shader
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* @param num_attributes The number of vertex shader attributes
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* @param num_attributes The number of vertex shader attributes
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* @param config Configuration object for the shader pipeline
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* @param config Configuration object for the shader pipeline
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* @param setup Setup object for the shader pipeline
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* @return Debug information for this shader with regards to the given vertex
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* @return Debug information for this shader with regards to the given vertex
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*/
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*/
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DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes,
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DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes,
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const Regs::ShaderConfig& config, const ShaderSetup& setup);
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const Regs::ShaderConfig& config);
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};
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};
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} // namespace Shader
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} // namespace Shader
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