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author | Yuri Kunde Schlesner <yuriks@yuriks.net> | 2016-12-18 01:16:02 +0100 |
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committer | Yuri Kunde Schlesner <yuriks@yuriks.net> | 2017-01-26 03:53:25 +0100 |
commit | 0e9081b97348c65029c96697443acb0dbbc58756 (patch) | |
tree | 58091caadcd6a11a96b48713c41ebf54716e1cc3 /src/video_core/command_processor.cpp | |
parent | VideoCore/Shader: Move per-batch ShaderEngine state into ShaderSetup (diff) | |
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Diffstat (limited to 'src/video_core/command_processor.cpp')
-rw-r--r-- | src/video_core/command_processor.cpp | 8 |
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, |