Turn ShaderSetup into struct
This commit is contained in:
parent
8b57682958
commit
acfb5257dd
5 changed files with 59 additions and 58 deletions
|
@ -144,12 +144,12 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||
immediate_attribute_id = 0;
|
||||
|
||||
Shader::UnitState<false> shader_unit;
|
||||
Shader::Setup();
|
||||
g_state.vs.Setup();
|
||||
|
||||
// Send to vertex shader
|
||||
if (g_debug_context)
|
||||
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, static_cast<void*>(&immediate_input));
|
||||
Shader::OutputVertex output = Shader::Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1);
|
||||
Shader::OutputVertex output = g_state.vs.Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1);
|
||||
|
||||
// Send to renderer
|
||||
using Pica::Shader::OutputVertex;
|
||||
|
@ -237,7 +237,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||
vertex_cache_ids.fill(-1);
|
||||
|
||||
Shader::UnitState<false> shader_unit;
|
||||
Shader::Setup();
|
||||
g_state.vs.Setup();
|
||||
|
||||
for (unsigned int index = 0; index < regs.num_vertices; ++index)
|
||||
{
|
||||
|
@ -274,7 +274,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||
// Send to vertex shader
|
||||
if (g_debug_context)
|
||||
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, (void*)&input);
|
||||
output = Shader::Run(shader_unit, input, loader.GetNumTotalAttributes());
|
||||
output = g_state.vs.Run(shader_unit, input, loader.GetNumTotalAttributes());
|
||||
|
||||
if (is_indexed) {
|
||||
vertex_cache[vertex_cache_pos] = output;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue