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https://github.com/Lime3DS/Lime3DS
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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:
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e3caf669b0
commit
1e1f939817
4 changed files with 14 additions and 12 deletions
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@ -518,7 +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 = shader_setup.ProduceDebugInfo(input_vertex, num_attributes, shader_config);
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debug_data = shader_setup.ProduceDebugInfo(input_vertex, num_attributes, entry_point);
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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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@ -150,7 +150,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
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static_cast<void*>(&immediate_input));
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static_cast<void*>(&immediate_input));
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shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
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shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
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g_state.vs.Run(shader_unit);
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g_state.vs.Run(shader_unit, regs.vs.main_offset);
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Shader::OutputVertex output_vertex =
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Shader::OutputVertex output_vertex =
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shader_unit.output_registers.ToVertex(regs.vs);
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shader_unit.output_registers.ToVertex(regs.vs);
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@ -285,7 +285,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
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(void*)&input);
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(void*)&input);
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shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes());
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shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes());
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g_state.vs.Run(shader_unit);
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g_state.vs.Run(shader_unit, regs.vs.main_offset);
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// Retrieve vertex from register data
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// Retrieve vertex from register data
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output_vertex = shader_unit.output_registers.ToVertex(regs.vs);
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output_vertex = shader_unit.output_registers.ToVertex(regs.vs);
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@ -120,33 +120,35 @@ void ShaderSetup::Setup() {
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MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
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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, unsigned int entry_point) {
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auto& config = g_state.regs.vs;
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ASSERT(entry_point < 1024);
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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(*this, state, config.main_offset);
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jit_shader->Run(*this, state, entry_point);
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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(*this, state, dummy_debug_data, config.main_offset);
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RunInterpreter(*this, state, dummy_debug_data, entry_point);
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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(*this, state, dummy_debug_data, config.main_offset);
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RunInterpreter(*this, state, dummy_debug_data, entry_point);
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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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unsigned int entry_point) {
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ASSERT(entry_point < 1024);
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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(*this, state, debug_data, config.main_offset);
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RunInterpreter(*this, state, debug_data, entry_point);
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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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@ -191,7 +191,7 @@ struct ShaderSetup {
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* Runs the currently setup shader
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* Runs the currently setup shader
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* @param state Shader unit state, must be setup per shader and per shader unit
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* @param state Shader unit state, must be setup per shader and per shader unit
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*/
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*/
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void Run(UnitState& state);
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void Run(UnitState& state, unsigned int entry_point);
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/**
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/**
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* Produce debug information based on the given shader and input vertex
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* Produce debug information based on the given shader and input vertex
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@ -201,7 +201,7 @@ struct ShaderSetup {
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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);
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unsigned int entry_point);
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};
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};
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} // namespace Shader
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} // namespace Shader
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