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authorYuri Kunde Schlesner <yuriks@yuriks.net>2016-12-18 01:16:02 +0100
committerYuri Kunde Schlesner <yuriks@yuriks.net>2017-01-26 03:53:25 +0100
commit0e9081b97348c65029c96697443acb0dbbc58756 (patch)
tree58091caadcd6a11a96b48713c41ebf54716e1cc3 /src/video_core/command_processor.cpp
parentVideoCore/Shader: Move per-batch ShaderEngine state into ShaderSetup (diff)
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Diffstat (limited to '')
-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 c3872d06c..eb79974a8 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, regs.vs.main_offset);
// 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(g_state.vs, shader_unit, regs.vs.main_offset);
+ shader_engine->Run(g_state.vs, shader_unit);
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, regs.vs.main_offset);
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(g_state.vs, shader_unit, regs.vs.main_offset);
+ shader_engine->Run(g_state.vs, shader_unit);
// Retrieve vertex from register data
output_vertex = Shader::OutputVertex::FromRegisters(shader_unit.registers.output,