From 335df895b9f9e9760ed5cd0d6dfaea8befb94dac Mon Sep 17 00:00:00 2001 From: Yuri Kunde Schlesner Date: Sun, 18 Dec 2016 17:25:03 -0800 Subject: VideoCore: Consistently use shader configuration to load attributes --- src/video_core/command_processor.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/video_core/command_processor.cpp') diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp index 27b7a023f..fef0b4ceb 100644 --- a/src/video_core/command_processor.cpp +++ b/src/video_core/command_processor.cpp @@ -151,7 +151,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, static_cast(&immediate_input)); Shader::UnitState shader_unit; - shader_unit.LoadInput(immediate_input, regs.vs.max_input_attribute_index + 1); + shader_unit.LoadInput(regs.vs, immediate_input); shader_engine->Run(g_state.vs, shader_unit); auto output_vertex = Shader::OutputVertex::FromRegisters( shader_unit.registers.output, regs, regs.vs.output_mask); @@ -288,7 +288,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { if (g_debug_context) g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, (void*)&input); - shader_unit.LoadInput(input, loader.GetNumTotalAttributes()); + shader_unit.LoadInput(regs.vs, input); shader_engine->Run(g_state.vs, shader_unit); // Retrieve vertex from register data -- cgit v1.2.3