VideoCore/Shader: Use only entry_point as ShaderSetup param

This removes all implicit dependency of ShaderState on global PICA
state.
This commit is contained in:
Yuri Kunde Schlesner
2016-12-16 22:30:00 -08:00
parent e3caf669b0
commit 1e1f939817
4 changed files with 14 additions and 12 deletions

View File

@ -150,7 +150,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
static_cast<void*>(&immediate_input));
shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
g_state.vs.Run(shader_unit);
g_state.vs.Run(shader_unit, regs.vs.main_offset);
Shader::OutputVertex output_vertex =
shader_unit.output_registers.ToVertex(regs.vs);
@ -285,7 +285,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
(void*)&input);
shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes());
g_state.vs.Run(shader_unit);
g_state.vs.Run(shader_unit, regs.vs.main_offset);
// Retrieve vertex from register data
output_vertex = shader_unit.output_registers.ToVertex(regs.vs);