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