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VideoCore/Shader: Use self instead of g_state.vs in ShaderSetup

Yuri Kunde Schlesner 9 年之前
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e3caf669b0

+ 1 - 2
src/citra_qt/debugger/graphics/graphics_vertex_shader.cpp

@@ -518,8 +518,7 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
     info.labels.insert({entry_point, "main"});
 
     // Generate debug information
-    debug_data = Pica::g_state.vs.ProduceDebugInfo(input_vertex, num_attributes, shader_config,
-                                                   shader_setup);
+    debug_data = shader_setup.ProduceDebugInfo(input_vertex, num_attributes, shader_config);
 
     // Reload widget state
     for (int attr = 0; attr < num_attributes; ++attr) {

+ 7 - 9
src/video_core/shader/shader.cpp

@@ -102,8 +102,8 @@ void ShaderSetup::Setup() {
 #ifdef ARCHITECTURE_x86_64
     if (VideoCore::g_shader_jit_enabled) {
         u64 cache_key =
-            Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^
-            Common::ComputeHash64(&g_state.vs.swizzle_data, sizeof(g_state.vs.swizzle_data));
+            Common::ComputeHash64(&program_code, sizeof(program_code)) ^
+            Common::ComputeHash64(&swizzle_data, sizeof(swizzle_data));
 
         auto iter = shader_map.find(cache_key);
         if (iter != shader_map.end()) {
@@ -122,33 +122,31 @@ MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
 
 void ShaderSetup::Run(UnitState& state) {
     auto& config = g_state.regs.vs;
-    auto& setup = g_state.vs;
 
     MICROPROFILE_SCOPE(GPU_Shader);
 
 #ifdef ARCHITECTURE_x86_64
     if (VideoCore::g_shader_jit_enabled) {
-        jit_shader->Run(setup, state, config.main_offset);
+        jit_shader->Run(*this, state, config.main_offset);
     } else {
         DebugData<false> dummy_debug_data;
-        RunInterpreter(setup, state, dummy_debug_data, config.main_offset);
+        RunInterpreter(*this, state, dummy_debug_data, config.main_offset);
     }
 #else
     DebugData<false> dummy_debug_data;
-    RunInterpreter(setup, state, dummy_debug_data, config.main_offset);
+    RunInterpreter(*this, state, dummy_debug_data, config.main_offset);
 #endif // ARCHITECTURE_x86_64
 }
 
 DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes,
-                                              const Regs::ShaderConfig& config,
-                                              const ShaderSetup& setup) {
+                                              const Regs::ShaderConfig& config) {
     UnitState state;
     DebugData<true> debug_data;
 
     // Setup input register table
     boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
     state.LoadInputVertex(input, num_attributes);
-    RunInterpreter(setup, state, debug_data, config.main_offset);
+    RunInterpreter(*this, state, debug_data, config.main_offset);
     return debug_data;
 }
 

+ 1 - 2
src/video_core/shader/shader.h

@@ -198,11 +198,10 @@ struct ShaderSetup {
      * @param input Input vertex into the shader
      * @param num_attributes The number of vertex shader attributes
      * @param config Configuration object for the shader pipeline
-     * @param setup Setup object for the shader pipeline
      * @return Debug information for this shader with regards to the given vertex
      */
     DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes,
-                                     const Regs::ShaderConfig& config, const ShaderSetup& setup);
+                                     const Regs::ShaderConfig& config);
 };
 
 } // namespace Shader