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Shader: Initialize conditional_code in interpreter

This doesn't belong in LoadInputVertex because it also happens for
non-VS invocations. Since it's not used by the JIT it seems adequate to
initialize it in the interpreter which is the only thing that cares
about them.
Yuri Kunde Schlesner 9 лет назад
Родитель
Сommit
9ea5eacf91
2 измененных файлов с 3 добавлено и 3 удалено
  1. 0 3
      src/video_core/shader/shader.cpp
  2. 3 0
      src/video_core/shader/shader_interpreter.cpp

+ 0 - 3
src/video_core/shader/shader.cpp

@@ -76,9 +76,6 @@ void UnitState::LoadInputVertex(const InputVertex& input, int num_attributes) {
 
 
     for (int i = 0; i < num_attributes; i++)
     for (int i = 0; i < num_attributes; i++)
         registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
         registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
-
-    conditional_code[0] = false;
-    conditional_code[1] = false;
 }
 }
 
 
 MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
 MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));

+ 3 - 0
src/video_core/shader/shader_interpreter.cpp

@@ -45,6 +45,9 @@ static void RunInterpreter(const ShaderSetup& setup, UnitState& state, DebugData
     boost::container::static_vector<CallStackElement, 16> call_stack;
     boost::container::static_vector<CallStackElement, 16> call_stack;
     u32 program_counter = offset;
     u32 program_counter = offset;
 
 
+    state.conditional_code[0] = false;
+    state.conditional_code[1] = false;
+
     auto call = [&program_counter, &call_stack](u32 offset, u32 num_instructions, u32 return_offset,
     auto call = [&program_counter, &call_stack](u32 offset, u32 num_instructions, u32 return_offset,
                                                 u8 repeat_count, u8 loop_increment) {
                                                 u8 repeat_count, u8 loop_increment) {
         // -1 to make sure when incrementing the PC we end up at the correct offset
         // -1 to make sure when incrementing the PC we end up at the correct offset