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authorYuri Kunde Schlesner <yuriks@yuriks.net>2016-12-18 01:06:04 +0100
committerYuri Kunde Schlesner <yuriks@yuriks.net>2017-01-26 03:53:25 +0100
commit0f642741451e3f75c2f1d64ae9beccaf1437f12c (patch)
treef964da57def5be6b8d5bc41176db97668bd01125 /src/video_core/shader/shader.h
parentShader: Remove OutputRegisters struct (diff)
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Diffstat (limited to '')
-rw-r--r--src/video_core/shader/shader.h17
1 files changed, 13 insertions, 4 deletions
diff --git a/src/video_core/shader/shader.h b/src/video_core/shader/shader.h
index 7d51d0044..f26d2ba4f 100644
--- a/src/video_core/shader/shader.h
+++ b/src/video_core/shader/shader.h
@@ -167,6 +167,12 @@ struct ShaderSetup {
std::array<u32, 1024> program_code;
std::array<u32, 1024> swizzle_data;
+
+ /// Data private to ShaderEngines
+ struct EngineData {
+ /// Used by the JIT, points to a compiled shader object.
+ const void* cached_shader = nullptr;
+ } engine_data;
};
class ShaderEngine {
@@ -177,13 +183,16 @@ public:
* Performs any shader unit setup that only needs to happen once per shader (as opposed to once
* per vertex, which would happen within the `Run` function).
*/
- virtual void SetupBatch(const ShaderSetup* setup) = 0;
+ virtual void SetupBatch(ShaderSetup& setup) = 0;
/**
- * Runs the currently setup shader
- * @param state Shader unit state, must be setup per shader and per shader unit
+ * Runs the currently setup shader.
+ *
+ * @param setup Shader engine state, must be setup with SetupBatch on each shader change.
+ * @param state Shader unit state, must be setup with input data before each shader invocation.
*/
- virtual void Run(UnitState& state, unsigned int entry_point) const = 0;
+ virtual void Run(const ShaderSetup& setup, UnitState& state,
+ unsigned int entry_point) const = 0;
};
// TODO(yuriks): Remove and make it non-global state somewhere