VideoCore: Consistently use shader configuration to load attributes
This commit is contained in:
parent
fccb28d2e9
commit
335df895b9
7 changed files with 25 additions and 46 deletions
|
@ -151,7 +151,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
|
||||
static_cast<void*>(&immediate_input));
|
||||
Shader::UnitState shader_unit;
|
||||
shader_unit.LoadInput(immediate_input, regs.vs.max_input_attribute_index + 1);
|
||||
shader_unit.LoadInput(regs.vs, immediate_input);
|
||||
shader_engine->Run(g_state.vs, shader_unit);
|
||||
auto output_vertex = Shader::OutputVertex::FromRegisters(
|
||||
shader_unit.registers.output, regs, regs.vs.output_mask);
|
||||
|
@ -288,7 +288,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||
if (g_debug_context)
|
||||
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
|
||||
(void*)&input);
|
||||
shader_unit.LoadInput(input, loader.GetNumTotalAttributes());
|
||||
shader_unit.LoadInput(regs.vs, input);
|
||||
shader_engine->Run(g_state.vs, shader_unit);
|
||||
|
||||
// Retrieve vertex from register data
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue