VideoCore/Shader: Move per-batch ShaderEngine state into ShaderSetup
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@ -652,25 +652,23 @@ static void RunInterpreter(const ShaderSetup& setup, UnitState& state, DebugData
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}
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}
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void InterpreterEngine::SetupBatch(const ShaderSetup* setup_) {
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setup = setup_;
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}
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void InterpreterEngine::SetupBatch(ShaderSetup& setup) {}
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MICROPROFILE_DECLARE(GPU_Shader);
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void InterpreterEngine::Run(UnitState& state, unsigned int entry_point) const {
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ASSERT(setup != nullptr);
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void InterpreterEngine::Run(const ShaderSetup& setup, UnitState& state,
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unsigned int entry_point) const {
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ASSERT(entry_point < 1024);
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MICROPROFILE_SCOPE(GPU_Shader);
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DebugData<false> dummy_debug_data;
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RunInterpreter(*setup, state, dummy_debug_data, entry_point);
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RunInterpreter(setup, state, dummy_debug_data, entry_point);
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}
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DebugData<true> InterpreterEngine::ProduceDebugInfo(const InputVertex& input, int num_attributes,
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DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup,
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const InputVertex& input, int num_attributes,
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unsigned int entry_point) const {
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ASSERT(setup != nullptr);
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ASSERT(entry_point < 1024);
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UnitState state;
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@ -679,7 +677,7 @@ DebugData<true> InterpreterEngine::ProduceDebugInfo(const InputVertex& input, in
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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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state.LoadInputVertex(input, num_attributes);
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RunInterpreter(*setup, state, debug_data, entry_point);
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RunInterpreter(setup, state, debug_data, entry_point);
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return debug_data;
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}
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