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@ -102,8 +102,8 @@ void ShaderSetup::Setup() {
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#ifdef ARCHITECTURE_x86_64
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#ifdef ARCHITECTURE_x86_64
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if (VideoCore::g_shader_jit_enabled) {
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if (VideoCore::g_shader_jit_enabled) {
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u64 cache_key =
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u64 cache_key =
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Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^
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Common::ComputeHash64(&program_code, sizeof(program_code)) ^
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Common::ComputeHash64(&g_state.vs.swizzle_data, sizeof(g_state.vs.swizzle_data));
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Common::ComputeHash64(&swizzle_data, sizeof(swizzle_data));
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auto iter = shader_map.find(cache_key);
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auto iter = shader_map.find(cache_key);
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if (iter != shader_map.end()) {
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if (iter != shader_map.end()) {
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@ -122,33 +122,31 @@ MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
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void ShaderSetup::Run(UnitState& state) {
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void ShaderSetup::Run(UnitState& state) {
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auto& config = g_state.regs.vs;
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auto& config = g_state.regs.vs;
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auto& setup = g_state.vs;
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MICROPROFILE_SCOPE(GPU_Shader);
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MICROPROFILE_SCOPE(GPU_Shader);
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#ifdef ARCHITECTURE_x86_64
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#ifdef ARCHITECTURE_x86_64
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if (VideoCore::g_shader_jit_enabled) {
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if (VideoCore::g_shader_jit_enabled) {
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jit_shader->Run(setup, state, config.main_offset);
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jit_shader->Run(*this, state, config.main_offset);
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} else {
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} else {
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DebugData<false> dummy_debug_data;
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DebugData<false> dummy_debug_data;
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RunInterpreter(setup, state, dummy_debug_data, config.main_offset);
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RunInterpreter(*this, state, dummy_debug_data, config.main_offset);
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}
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}
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#else
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#else
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DebugData<false> dummy_debug_data;
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DebugData<false> dummy_debug_data;
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RunInterpreter(setup, state, dummy_debug_data, config.main_offset);
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RunInterpreter(*this, state, dummy_debug_data, config.main_offset);
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#endif // ARCHITECTURE_x86_64
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#endif // ARCHITECTURE_x86_64
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}
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}
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DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes,
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DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes,
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const Regs::ShaderConfig& config,
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const Regs::ShaderConfig& config) {
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const ShaderSetup& setup) {
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UnitState state;
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UnitState state;
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DebugData<true> debug_data;
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DebugData<true> debug_data;
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// Setup input register table
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// Setup input register table
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boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
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boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
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state.LoadInputVertex(input, num_attributes);
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state.LoadInputVertex(input, num_attributes);
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RunInterpreter(setup, state, debug_data, config.main_offset);
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RunInterpreter(*this, state, debug_data, config.main_offset);
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return debug_data;
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return debug_data;
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}
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}
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