gl_shader_manager: Remove reliance on global accessor within MaxwellUniformData::SetFromRegs()
We can just pass in the Maxwell3D instance instead of going through the system class to get at it. This also lets us simplify the interface a little bit. Since we pass in the Maxwell3D context now, we only really need to pass the shader stage index value in.
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@@ -320,7 +320,7 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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const std::size_t stage{index == 0 ? 0 : index - 1}; // Stage indices are 0 - 5
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GLShader::MaxwellUniformData ubo{};
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ubo.SetFromRegs(gpu.state.shader_stages[stage]);
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ubo.SetFromRegs(gpu, stage);
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const GLintptr offset = buffer_cache.UploadHostMemory(
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&ubo, sizeof(ubo), static_cast<std::size_t>(uniform_buffer_alignment));
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