From c135317de106c59b0c326395ce15b901f2d4595d Mon Sep 17 00:00:00 2001 From: Yuri Kunde Schlesner Date: Thu, 15 Dec 2016 23:57:10 -0800 Subject: VideoCore/Shader: Extract DebugData out from UnitState --- src/video_core/shader/shader.h | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) (limited to 'src/video_core/shader/shader.h') 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::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 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; - 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& 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 -- cgit v1.2.3