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authorYuri Kunde Schlesner <yuriks@yuriks.net>2016-12-17 16:06:04 -0800
committerYuri Kunde Schlesner <yuriks@yuriks.net>2017-01-25 18:53:25 -0800
commit0f642741451e3f75c2f1d64ae9beccaf1437f12c (patch)
treef964da57def5be6b8d5bc41176db97668bd01125 /src/video_core/command_processor.cpp
parent6fa3687afc97685101f9ee5c65cf98f505980695 (diff)
VideoCore/Shader: Move per-batch ShaderEngine state into ShaderSetup
Diffstat (limited to 'src/video_core/command_processor.cpp')
-rw-r--r--src/video_core/command_processor.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp
index 66d19cba0..c3872d06c 100644
--- a/src/video_core/command_processor.cpp
+++ b/src/video_core/command_processor.cpp
@@ -143,7 +143,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
immediate_attribute_id = 0;
auto* shader_engine = Shader::GetEngine();
- shader_engine->SetupBatch(&g_state.vs);
+ shader_engine->SetupBatch(g_state.vs);
// Send to vertex shader
if (g_debug_context)
@@ -151,7 +151,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
static_cast<void*>(&immediate_input));
Shader::UnitState shader_unit;
shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
- shader_engine->Run(shader_unit, regs.vs.main_offset);
+ shader_engine->Run(g_state.vs, shader_unit, regs.vs.main_offset);
auto output_vertex = Shader::OutputVertex::FromRegisters(
shader_unit.registers.output, regs, regs.vs.output_mask);
@@ -248,7 +248,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
auto* shader_engine = Shader::GetEngine();
Shader::UnitState shader_unit;
- shader_engine->SetupBatch(&g_state.vs);
+ shader_engine->SetupBatch(g_state.vs);
for (unsigned int index = 0; index < regs.num_vertices; ++index) {
// Indexed rendering doesn't use the start offset
@@ -288,7 +288,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
(void*)&input);
shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes());
- shader_engine->Run(shader_unit, regs.vs.main_offset);
+ shader_engine->Run(g_state.vs, shader_unit, regs.vs.main_offset);
// Retrieve vertex from register data
output_vertex = Shader::OutputVertex::FromRegisters(shader_unit.registers.output,