mirror of
https://git.suyu.dev/suyu/suyu.git
synced 2024-11-25 04:46:27 -05:00
gl_shader_cache: Remove special casing for geometry shaders
Now that ProgramVariants holds the primitive topology we no longer need to keep track of individual geometry shaders topologies.
This commit is contained in:
parent
922c7f4e51
commit
42e1bb6d46
2 changed files with 9 additions and 80 deletions
|
@ -348,23 +348,16 @@ Shader CachedShader::CreateKernelFromCache(const ShaderParameters& params,
|
|||
}
|
||||
|
||||
std::tuple<GLuint, BaseBindings> CachedShader::GetProgramHandle(const ProgramVariant& variant) {
|
||||
GLuint handle{};
|
||||
if (program_type == ProgramType::Geometry) {
|
||||
handle = GetGeometryShader(variant);
|
||||
} else {
|
||||
const auto [entry, is_cache_miss] = programs.try_emplace(variant);
|
||||
auto& program = entry->second;
|
||||
if (is_cache_miss) {
|
||||
program = TryLoadProgram(variant);
|
||||
if (!program) {
|
||||
program = SpecializeShader(code, entries, program_type, variant);
|
||||
disk_cache.SaveUsage(GetUsage(variant));
|
||||
}
|
||||
|
||||
LabelGLObject(GL_PROGRAM, program->handle, cpu_addr);
|
||||
const auto [entry, is_cache_miss] = programs.try_emplace(variant);
|
||||
auto& program = entry->second;
|
||||
if (is_cache_miss) {
|
||||
program = TryLoadProgram(variant);
|
||||
if (!program) {
|
||||
program = SpecializeShader(code, entries, program_type, variant);
|
||||
disk_cache.SaveUsage(GetUsage(variant));
|
||||
}
|
||||
|
||||
handle = program->handle;
|
||||
LabelGLObject(GL_PROGRAM, program->handle, cpu_addr);
|
||||
}
|
||||
|
||||
auto base_bindings = variant.base_bindings;
|
||||
|
@ -375,52 +368,9 @@ std::tuple<GLuint, BaseBindings> CachedShader::GetProgramHandle(const ProgramVar
|
|||
base_bindings.gmem += static_cast<u32>(entries.global_memory_entries.size());
|
||||
base_bindings.sampler += static_cast<u32>(entries.samplers.size());
|
||||
|
||||
return {handle, base_bindings};
|
||||
return {program->handle, base_bindings};
|
||||
}
|
||||
|
||||
GLuint CachedShader::GetGeometryShader(const ProgramVariant& variant) {
|
||||
const auto [entry, is_cache_miss] = geometry_programs.try_emplace(variant);
|
||||
auto& programs = entry->second;
|
||||
|
||||
switch (variant.primitive_mode) {
|
||||
case GL_POINTS:
|
||||
return LazyGeometryProgram(programs.points, variant);
|
||||
case GL_LINES:
|
||||
case GL_LINE_STRIP:
|
||||
return LazyGeometryProgram(programs.lines, variant);
|
||||
case GL_LINES_ADJACENCY:
|
||||
case GL_LINE_STRIP_ADJACENCY:
|
||||
return LazyGeometryProgram(programs.lines_adjacency, variant);
|
||||
case GL_TRIANGLES:
|
||||
case GL_TRIANGLE_STRIP:
|
||||
case GL_TRIANGLE_FAN:
|
||||
return LazyGeometryProgram(programs.triangles, variant);
|
||||
case GL_TRIANGLES_ADJACENCY:
|
||||
case GL_TRIANGLE_STRIP_ADJACENCY:
|
||||
return LazyGeometryProgram(programs.triangles_adjacency, variant);
|
||||
default:
|
||||
UNREACHABLE_MSG("Unknown primitive mode.");
|
||||
return LazyGeometryProgram(programs.points, variant);
|
||||
}
|
||||
}
|
||||
|
||||
GLuint CachedShader::LazyGeometryProgram(CachedProgram& target_program,
|
||||
const ProgramVariant& variant) {
|
||||
if (target_program) {
|
||||
return target_program->handle;
|
||||
}
|
||||
const auto [glsl_name, debug_name, vertices] = GetPrimitiveDescription(variant.primitive_mode);
|
||||
target_program = TryLoadProgram(variant);
|
||||
if (!target_program) {
|
||||
target_program = SpecializeShader(code, entries, program_type, variant);
|
||||
disk_cache.SaveUsage(GetUsage(variant));
|
||||
}
|
||||
|
||||
LabelGLObject(GL_PROGRAM, target_program->handle, cpu_addr, debug_name);
|
||||
|
||||
return target_program->handle;
|
||||
};
|
||||
|
||||
CachedProgram CachedShader::TryLoadProgram(const ProgramVariant& variant) const {
|
||||
const auto found = precompiled_programs.find(GetUsage(variant));
|
||||
if (found == precompiled_programs.end()) {
|
||||
|
|
|
@ -86,22 +86,6 @@ private:
|
|||
explicit CachedShader(const ShaderParameters& params, ProgramType program_type,
|
||||
GLShader::ProgramResult result);
|
||||
|
||||
// Geometry programs. These are needed because GLSL needs an input topology but it's not
|
||||
// declared by the hardware. Workaround this issue by generating a different shader per input
|
||||
// topology class.
|
||||
struct GeometryPrograms {
|
||||
CachedProgram points;
|
||||
CachedProgram lines;
|
||||
CachedProgram lines_adjacency;
|
||||
CachedProgram triangles;
|
||||
CachedProgram triangles_adjacency;
|
||||
};
|
||||
|
||||
GLuint GetGeometryShader(const ProgramVariant& variant);
|
||||
|
||||
/// Generates a geometry shader or returns one that already exists.
|
||||
GLuint LazyGeometryProgram(CachedProgram& target_program, const ProgramVariant& variant);
|
||||
|
||||
CachedProgram TryLoadProgram(const ProgramVariant& variant) const;
|
||||
|
||||
ShaderDiskCacheUsage GetUsage(const ProgramVariant& variant) const;
|
||||
|
@ -117,11 +101,6 @@ private:
|
|||
std::size_t shader_length{};
|
||||
|
||||
std::unordered_map<ProgramVariant, CachedProgram> programs;
|
||||
std::unordered_map<ProgramVariant, GeometryPrograms> geometry_programs;
|
||||
|
||||
std::unordered_map<u32, GLuint> cbuf_resource_cache;
|
||||
std::unordered_map<u32, GLuint> gmem_resource_cache;
|
||||
std::unordered_map<u32, GLint> uniform_cache;
|
||||
};
|
||||
|
||||
class ShaderCacheOpenGL final : public RasterizerCache<Shader> {
|
||||
|
|
Loading…
Reference in a new issue