diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp
index 08ec2907a..3abe79c09 100644
--- a/src/video_core/command_processor.cpp
+++ b/src/video_core/command_processor.cpp
@@ -140,7 +140,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
                         immediate_attribute_id = 0;
 
                         Shader::UnitState<false> shader_unit;
-                        Shader::Setup(shader_unit);
+                        Shader::Setup();
 
                         if (g_debug_context)
                             g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, static_cast<void*>(&immediate_input));
@@ -300,7 +300,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
             vertex_cache_ids.fill(-1);
 
             Shader::UnitState<false> shader_unit;
-            Shader::Setup(shader_unit);
+            Shader::Setup();
 
             for (unsigned int index = 0; index < regs.num_vertices; ++index)
             {
diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp
index b35413488..5214864ec 100644
--- a/src/video_core/shader/shader.cpp
+++ b/src/video_core/shader/shader.cpp
@@ -32,7 +32,7 @@ static std::unordered_map<u64, std::unique_ptr<JitCompiler>> shader_map;
 static const JitCompiler* jit_shader;
 #endif // ARCHITECTURE_x86_64
 
-void Setup(UnitState<false>& state) {
+void Setup() {
 #ifdef ARCHITECTURE_x86_64
     if (VideoCore::g_shader_jit_enabled) {
         u64 cache_key = (Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^
diff --git a/src/video_core/shader/shader.h b/src/video_core/shader/shader.h
index 7af8f1fa1..9c5bd97bd 100644
--- a/src/video_core/shader/shader.h
+++ b/src/video_core/shader/shader.h
@@ -339,9 +339,8 @@ struct UnitState {
 /**
  * Performs any shader unit setup that only needs to happen once per shader (as opposed to once per
  * vertex, which would happen within the `Run` function).
- * @param state Shader unit state, must be setup per shader and per shader unit
  */
-void Setup(UnitState<false>& state);
+void Setup();
 
 /// Performs any cleanup when the emulator is shutdown
 void Shutdown();