mirror of
https://git.suyu.dev/suyu/suyu.git
synced 2024-11-15 22:54:00 +00:00
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:
parent
e3caf669b0
commit
1e1f939817
4 changed files with 14 additions and 12 deletions
|
@ -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) {
|
||||||
|
|
|
@ -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);
|
||||||
|
|
|
@ -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;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -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
|
||||||
|
|
Loading…
Reference in a new issue