| 295 | // Restore the shader array state |
| 296 | for (int i = 0; i < 96; i++) gpuShader->setGshFloats(i, &gshFloats[i * 4]); |
| 297 | for (int i = 0; i < 0x1000; i++) gpuShader->setGshCode(i, gshCode[i]); |
| 298 | for (int i = 0; i < 0x80; i++) gpuShader->setGshDesc(i, gshDesc[i]); |
| 299 | for (int i = 0; i < 96; i++) gpuShader->setVshFloats(i, &vshFloats[i * 4]); |
| 300 | for (int i = 0; i < 0x200; i++) gpuShader->setVshCode(i, vshCode[i]); |
| 301 | for (int i = 0; i < 0x80; i++) gpuShader->setVshDesc(i, vshDesc[i]); |
| 302 | if (renderType == 1) (*contextFunc)(); |
| 303 | } |
| 304 | |
| 305 | void Gpu::addThreadTask(GpuTaskType type, void *data) { |
| 306 | // Add a thread task to the queue |
| 307 | uint16_t end = taskEnd.load(); |
| 308 | taskBuffer[end] = { type, data }; |
| 309 | end = (end + 1) & 0xFFF; |
| 310 | |