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Merge pull request #2534 from ReinUsesLisp/shader-cleanup
gl_shader_cache: Minor style changes
This commit is contained in:
commit
dd4fe0dab1
2 changed files with 37 additions and 32 deletions
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@ -35,8 +35,8 @@ struct UnspecializedShader {
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namespace {
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namespace {
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/// Gets the address for the specified shader stage program
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/// Gets the address for the specified shader stage program
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GPUVAddr GetShaderAddress(Maxwell::ShaderProgram program) {
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GPUVAddr GetShaderAddress(Core::System& system, Maxwell::ShaderProgram program) {
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const auto& gpu{Core::System::GetInstance().GPU().Maxwell3D()};
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const auto& gpu{system.GPU().Maxwell3D()};
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const auto& shader_config{gpu.regs.shader_config[static_cast<std::size_t>(program)]};
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const auto& shader_config{gpu.regs.shader_config[static_cast<std::size_t>(program)]};
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return gpu.regs.code_address.CodeAddress() + shader_config.offset;
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return gpu.regs.code_address.CodeAddress() + shader_config.offset;
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}
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}
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@ -350,7 +350,8 @@ ShaderDiskCacheUsage CachedShader::GetUsage(GLenum primitive_mode,
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ShaderCacheOpenGL::ShaderCacheOpenGL(RasterizerOpenGL& rasterizer, Core::System& system,
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ShaderCacheOpenGL::ShaderCacheOpenGL(RasterizerOpenGL& rasterizer, Core::System& system,
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Core::Frontend::EmuWindow& emu_window, const Device& device)
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Core::Frontend::EmuWindow& emu_window, const Device& device)
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: RasterizerCache{rasterizer}, emu_window{emu_window}, device{device}, disk_cache{system} {}
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: RasterizerCache{rasterizer}, system{system}, emu_window{emu_window}, device{device},
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disk_cache{system} {}
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void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
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void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
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const VideoCore::DiskResourceLoadCallback& callback) {
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const VideoCore::DiskResourceLoadCallback& callback) {
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@ -546,42 +547,45 @@ std::unordered_map<u64, UnspecializedShader> ShaderCacheOpenGL::GenerateUnspecia
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}
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}
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Shader ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
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Shader ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
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if (!Core::System::GetInstance().GPU().Maxwell3D().dirty_flags.shaders) {
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if (!system.GPU().Maxwell3D().dirty_flags.shaders) {
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return last_shaders[static_cast<u32>(program)];
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return last_shaders[static_cast<std::size_t>(program)];
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}
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}
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auto& memory_manager{Core::System::GetInstance().GPU().MemoryManager()};
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auto& memory_manager{system.GPU().MemoryManager()};
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const GPUVAddr program_addr{GetShaderAddress(program)};
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const GPUVAddr program_addr{GetShaderAddress(system, program)};
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// Look up shader in the cache based on address
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// Look up shader in the cache based on address
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const auto& host_ptr{memory_manager.GetPointer(program_addr)};
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const auto host_ptr{memory_manager.GetPointer(program_addr)};
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Shader shader{TryGet(host_ptr)};
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Shader shader{TryGet(host_ptr)};
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if (shader) {
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return last_shaders[static_cast<std::size_t>(program)] = shader;
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}
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if (!shader) {
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// No shader found - create a new one
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// No shader found - create a new one
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ProgramCode program_code{GetShaderCode(memory_manager, program_addr, host_ptr)};
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ProgramCode program_code{GetShaderCode(memory_manager, program_addr, host_ptr)};
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ProgramCode program_code_b;
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ProgramCode program_code_b;
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if (program == Maxwell::ShaderProgram::VertexA) {
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if (program == Maxwell::ShaderProgram::VertexA) {
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const GPUVAddr program_addr_b{GetShaderAddress(Maxwell::ShaderProgram::VertexB)};
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const GPUVAddr program_addr_b{GetShaderAddress(system, Maxwell::ShaderProgram::VertexB)};
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program_code_b = GetShaderCode(memory_manager, program_addr_b,
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program_code_b = GetShaderCode(memory_manager, program_addr_b,
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memory_manager.GetPointer(program_addr_b));
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memory_manager.GetPointer(program_addr_b));
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}
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}
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const u64 unique_identifier = GetUniqueIdentifier(program, program_code, program_code_b);
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const u64 unique_identifier = GetUniqueIdentifier(program, program_code, program_code_b);
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const VAddr cpu_addr{*memory_manager.GpuToCpuAddress(program_addr)};
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const VAddr cpu_addr{*memory_manager.GpuToCpuAddress(program_addr)};
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const auto found = precompiled_shaders.find(unique_identifier);
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const auto found = precompiled_shaders.find(unique_identifier);
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if (found != precompiled_shaders.end()) {
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if (found != precompiled_shaders.end()) {
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shader =
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// Create a shader from the cache
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std::make_shared<CachedShader>(cpu_addr, unique_identifier, program, disk_cache,
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shader = std::make_shared<CachedShader>(cpu_addr, unique_identifier, program, disk_cache,
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precompiled_programs, found->second, host_ptr);
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precompiled_programs, found->second, host_ptr);
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} else {
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} else {
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// Create a shader from guest memory
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shader = std::make_shared<CachedShader>(
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shader = std::make_shared<CachedShader>(
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device, cpu_addr, unique_identifier, program, disk_cache, precompiled_programs,
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device, cpu_addr, unique_identifier, program, disk_cache, precompiled_programs,
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std::move(program_code), std::move(program_code_b), host_ptr);
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std::move(program_code), std::move(program_code_b), host_ptr);
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}
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}
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Register(shader);
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Register(shader);
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}
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return last_shaders[static_cast<u32>(program)] = shader;
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return last_shaders[static_cast<std::size_t>(program)] = shader;
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}
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}
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} // namespace OpenGL
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} // namespace OpenGL
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@ -137,6 +137,7 @@ private:
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CachedProgram GeneratePrecompiledProgram(const ShaderDiskCacheDump& dump,
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CachedProgram GeneratePrecompiledProgram(const ShaderDiskCacheDump& dump,
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const std::set<GLenum>& supported_formats);
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const std::set<GLenum>& supported_formats);
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Core::System& system;
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Core::Frontend::EmuWindow& emu_window;
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Core::Frontend::EmuWindow& emu_window;
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const Device& device;
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const Device& device;
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ShaderDiskCacheOpenGL disk_cache;
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ShaderDiskCacheOpenGL disk_cache;
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