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gl_shader_manager: Remove reliance on global accessor within MaxwellUniformData::SetFromRegs()
We can just pass in the Maxwell3D instance instead of going through the system class to get at it. This also lets us simplify the interface a little bit. Since we pass in the Maxwell3D context now, we only really need to pass the shader stage index value in.
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3 changed files with 9 additions and 9 deletions
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@ -320,7 +320,7 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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const std::size_t stage{index == 0 ? 0 : index - 1}; // Stage indices are 0 - 5
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const std::size_t stage{index == 0 ? 0 : index - 1}; // Stage indices are 0 - 5
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GLShader::MaxwellUniformData ubo{};
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GLShader::MaxwellUniformData ubo{};
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ubo.SetFromRegs(gpu.state.shader_stages[stage]);
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ubo.SetFromRegs(gpu, stage);
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const GLintptr offset = buffer_cache.UploadHostMemory(
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const GLintptr offset = buffer_cache.UploadHostMemory(
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&ubo, sizeof(ubo), static_cast<std::size_t>(uniform_buffer_alignment));
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&ubo, sizeof(ubo), static_cast<std::size_t>(uniform_buffer_alignment));
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@ -2,15 +2,13 @@
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// Licensed under GPLv2 or any later version
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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// Refer to the license.txt file included.
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#include "core/core.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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namespace OpenGL::GLShader {
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namespace OpenGL::GLShader {
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void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage) {
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void MaxwellUniformData::SetFromRegs(const Maxwell3D& maxwell, std::size_t shader_stage) {
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const auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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const auto& regs = maxwell.regs;
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const auto& regs = gpu.regs;
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const auto& state = maxwell.state;
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const auto& state = gpu.state;
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// TODO(bunnei): Support more than one viewport
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// TODO(bunnei): Support more than one viewport
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viewport_flip[0] = regs.viewport_transform[0].scale_x < 0.0 ? -1.0f : 1.0f;
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viewport_flip[0] = regs.viewport_transform[0].scale_x < 0.0 ? -1.0f : 1.0f;
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@ -31,8 +29,9 @@ void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& sh
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// Assign in which stage the position has to be flipped
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// Assign in which stage the position has to be flipped
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// (the last stage before the fragment shader).
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// (the last stage before the fragment shader).
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if (gpu.regs.shader_config[static_cast<u32>(Maxwell3D::Regs::ShaderProgram::Geometry)].enable) {
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constexpr u32 geometry_index = static_cast<u32>(Maxwell3D::Regs::ShaderProgram::Geometry);
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flip_stage = static_cast<u32>(Maxwell3D::Regs::ShaderProgram::Geometry);
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if (maxwell.regs.shader_config[geometry_index].enable) {
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flip_stage = geometry_index;
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} else {
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} else {
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flip_stage = static_cast<u32>(Maxwell3D::Regs::ShaderProgram::VertexB);
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flip_stage = static_cast<u32>(Maxwell3D::Regs::ShaderProgram::VertexB);
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}
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}
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@ -19,7 +19,8 @@ using Tegra::Engines::Maxwell3D;
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/// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
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/// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
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/// Not following that rule will cause problems on some AMD drivers.
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/// Not following that rule will cause problems on some AMD drivers.
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struct MaxwellUniformData {
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struct MaxwellUniformData {
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void SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage);
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void SetFromRegs(const Maxwell3D& maxwell, std::size_t shader_stage);
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alignas(16) GLvec4 viewport_flip;
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alignas(16) GLvec4 viewport_flip;
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struct alignas(16) {
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struct alignas(16) {
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GLuint instance_id;
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GLuint instance_id;
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