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VideoCommon: De-globalize GeometryShaderManager class.
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@ -848,7 +848,9 @@ void Metal::StateTracker::PrepareRender()
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if (!m_flags.has_gx_gs_uniform && pipe->UsesVertexBuffer(2))
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{
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m_flags.has_gx_gs_uniform = true;
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[m_current_render_encoder setVertexBytes:&GeometryShaderManager::constants
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auto& system = Core::System::GetInstance();
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auto& geometry_shader_manager = system.GetGeometryShaderManager();
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[m_current_render_encoder setVertexBytes:&geometry_shader_manager.constants
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length:sizeof(GeometryShaderConstants)
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atIndex:2];
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ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, sizeof(GeometryShaderConstants));
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@ -92,11 +92,12 @@ void Metal::VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32
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void Metal::VertexManager::UploadUniforms()
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{
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auto& system = Core::System::GetInstance();
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auto& pixel_shader_manager = system.GetPixelShaderManager();
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auto& vertex_shader_manager = system.GetVertexShaderManager();
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g_state_tracker->InvalidateUniforms(vertex_shader_manager.dirty, GeometryShaderManager::dirty,
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auto& geometry_shader_manager = system.GetGeometryShaderManager();
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auto& pixel_shader_manager = system.GetPixelShaderManager();
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g_state_tracker->InvalidateUniforms(vertex_shader_manager.dirty, geometry_shader_manager.dirty,
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pixel_shader_manager.dirty);
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vertex_shader_manager.dirty = false;
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GeometryShaderManager::dirty = false;
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geometry_shader_manager.dirty = false;
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pixel_shader_manager.dirty = false;
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}
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