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VideoCore/Shader: Move per-batch ShaderEngine state into ShaderSetup
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@ -167,6 +167,12 @@ struct ShaderSetup {
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std::array<u32, 1024> program_code;
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std::array<u32, 1024> swizzle_data;
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/// Data private to ShaderEngines
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struct EngineData {
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/// Used by the JIT, points to a compiled shader object.
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const void* cached_shader = nullptr;
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} engine_data;
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};
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class ShaderEngine {
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@ -177,13 +183,16 @@ public:
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* Performs any shader unit setup that only needs to happen once per shader (as opposed to once
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* per vertex, which would happen within the `Run` function).
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*/
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virtual void SetupBatch(const ShaderSetup* setup) = 0;
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virtual void SetupBatch(ShaderSetup& setup) = 0;
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/**
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* Runs the currently setup shader
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* @param state Shader unit state, must be setup per shader and per shader unit
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* Runs the currently setup shader.
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*
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* @param setup Shader engine state, must be setup with SetupBatch on each shader change.
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* @param state Shader unit state, must be setup with input data before each shader invocation.
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*/
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virtual void Run(UnitState& state, unsigned int entry_point) const = 0;
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virtual void Run(const ShaderSetup& setup, UnitState& state,
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unsigned int entry_point) const = 0;
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};
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// TODO(yuriks): Remove and make it non-global state somewhere
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