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authorYuri Kunde Schlesner <yuriks@yuriks.net>2016-12-16 08:57:10 +0100
committerYuri Kunde Schlesner <yuriks@yuriks.net>2016-12-16 09:16:25 +0100
commitc135317de106c59b0c326395ce15b901f2d4595d (patch)
tree078b4d8296ed4ef83d4d1ef12dc8a1cadf1ac7c2 /src/video_core/shader/shader.h
parentRemove unnecessary cast (diff)
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Diffstat (limited to '')
-rw-r--r--src/video_core/shader/shader.h5
1 files changed, 1 insertions, 4 deletions
diff --git a/src/video_core/shader/shader.h b/src/video_core/shader/shader.h
index d96724860..2b07759b9 100644
--- a/src/video_core/shader/shader.h
+++ b/src/video_core/shader/shader.h
@@ -94,7 +94,6 @@ static_assert(std::is_pod<OutputRegisters>::value, "Structure is not POD");
* single shader unit that processes all shaders serially. Putting the state information in a struct
* here will make it easier for us to parallelize the shader processing later.
*/
-template <bool Debug>
struct UnitState {
struct Registers {
// The registers are accessed by the shader JIT using SSE instructions, and are therefore
@@ -112,8 +111,6 @@ struct UnitState {
// TODO: How many bits do these actually have?
s32 address_registers[3];
- DebugData<Debug> debug;
-
static size_t InputOffset(const SourceRegister& reg) {
switch (reg.GetRegisterType()) {
case RegisterType::Input:
@@ -188,7 +185,7 @@ struct ShaderSetup {
* @param input Input vertex into the shader
* @param num_attributes The number of vertex shader attributes
*/
- void Run(UnitState<false>& state, const InputVertex& input, int num_attributes);
+ void Run(UnitState& state, const InputVertex& input, int num_attributes);
/**
* Produce debug information based on the given shader and input vertex