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Shader: Initialize conditional_code in interpreter
This doesn't belong in LoadInputVertex because it also happens for non-VS invocations. Since it's not used by the JIT it seems adequate to initialize it in the interpreter which is the only thing that cares about them.
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2 changed files with 3 additions and 3 deletions
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@ -76,9 +76,6 @@ void UnitState::LoadInputVertex(const InputVertex& input, int num_attributes) {
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for (int i = 0; i < num_attributes; i++)
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for (int i = 0; i < num_attributes; i++)
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registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
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registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
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conditional_code[0] = false;
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conditional_code[1] = false;
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}
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}
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MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
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MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
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@ -45,6 +45,9 @@ static void RunInterpreter(const ShaderSetup& setup, UnitState& state, DebugData
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boost::container::static_vector<CallStackElement, 16> call_stack;
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boost::container::static_vector<CallStackElement, 16> call_stack;
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u32 program_counter = offset;
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u32 program_counter = offset;
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state.conditional_code[0] = false;
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state.conditional_code[1] = false;
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auto call = [&program_counter, &call_stack](u32 offset, u32 num_instructions, u32 return_offset,
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auto call = [&program_counter, &call_stack](u32 offset, u32 num_instructions, u32 return_offset,
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u8 repeat_count, u8 loop_increment) {
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u8 repeat_count, u8 loop_increment) {
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// -1 to make sure when incrementing the PC we end up at the correct offset
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// -1 to make sure when incrementing the PC we end up at the correct offset
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