Pica: Rename VertexLoaded breakpoint to VertexShaderInvocation

This commit is contained in:
Jannik Vogel 2016-05-04 10:21:51 +02:00
parent d20a0416eb
commit db061e0568
4 changed files with 8 additions and 10 deletions

View file

@ -146,10 +146,9 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
Shader::UnitState<false> shader_unit;
Shader::Setup();
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, static_cast<void*>(&immediate_input));
// 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);
// Send to renderer
@ -272,10 +271,9 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
Shader::InputVertex input;
loader.LoadVertex(base_address, index, vertex, input, memory_accesses);
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
// 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());
if (is_indexed) {