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gl_shader_cache: Use dirty flags for shaders

This commit is contained in:
ReinUsesLisp 2019-01-06 03:58:43 -03:00
parent 59c665b28e
commit 0ab17ab406
5 changed files with 23 additions and 2 deletions

View File

@ -135,6 +135,14 @@ void Maxwell3D::CallMethod(const GPU::MethodCall& method_call) {
if (regs.reg_array[method_call.method] != method_call.argument) { if (regs.reg_array[method_call.method] != method_call.argument) {
regs.reg_array[method_call.method] = method_call.argument; regs.reg_array[method_call.method] = method_call.argument;
// Shader
constexpr u32 shader_registers_count =
sizeof(regs.shader_config[0]) * Regs::MaxShaderProgram / sizeof(u32);
if (method_call.method >= MAXWELL3D_REG_INDEX(shader_config[0]) &&
method_call.method < MAXWELL3D_REG_INDEX(shader_config[0]) + shader_registers_count) {
dirty_flags.shaders = true;
}
// Vertex format // Vertex format
if (method_call.method >= MAXWELL3D_REG_INDEX(vertex_attrib_format) && if (method_call.method >= MAXWELL3D_REG_INDEX(vertex_attrib_format) &&
method_call.method < method_call.method <

View File

@ -1089,10 +1089,13 @@ public:
MemoryManager& memory_manager; MemoryManager& memory_manager;
struct DirtyFlags { struct DirtyFlags {
bool shaders = true;
bool vertex_attrib_format = true; bool vertex_attrib_format = true;
u32 vertex_array = 0xFFFFFFFF; u32 vertex_array = 0xFFFFFFFF;
void OnMemoryWrite() { void OnMemoryWrite() {
shaders = true;
vertex_array = 0xFFFFFFFF; vertex_array = 0xFFFFFFFF;
} }
}; };

View File

@ -293,7 +293,7 @@ DrawParameters RasterizerOpenGL::SetupDraw() {
void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) { void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
MICROPROFILE_SCOPE(OpenGL_Shader); MICROPROFILE_SCOPE(OpenGL_Shader);
const auto& gpu = Core::System::GetInstance().GPU().Maxwell3D(); auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
// Next available bindpoints to use when uploading the const buffers and textures to the GLSL // Next available bindpoints to use when uploading the const buffers and textures to the GLSL
// shaders. The constbuffer bindpoint starts after the shader stage configuration bind points. // shaders. The constbuffer bindpoint starts after the shader stage configuration bind points.
@ -376,6 +376,8 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
} }
SyncClipEnabled(clip_distances); SyncClipEnabled(clip_distances);
gpu.dirty_flags.shaders = false;
} }
void RasterizerOpenGL::SetupCachedFramebuffer(const FramebufferCacheKey& fbkey, void RasterizerOpenGL::SetupCachedFramebuffer(const FramebufferCacheKey& fbkey,

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@ -188,6 +188,10 @@ void CachedShader::CalculateProperties() {
ShaderCacheOpenGL::ShaderCacheOpenGL(RasterizerOpenGL& rasterizer) : RasterizerCache{rasterizer} {} ShaderCacheOpenGL::ShaderCacheOpenGL(RasterizerOpenGL& rasterizer) : RasterizerCache{rasterizer} {}
Shader ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) { Shader ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
if (!Core::System::GetInstance().GPU().Maxwell3D().dirty_flags.shaders) {
return last_shaders[static_cast<u32>(program)];
}
const VAddr program_addr{GetShaderAddress(program)}; const VAddr program_addr{GetShaderAddress(program)};
// Look up shader in the cache based on address // Look up shader in the cache based on address
@ -199,7 +203,7 @@ Shader ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
Register(shader); Register(shader);
} }
return shader; return last_shaders[static_cast<u32>(program)] = shader;
} }
} // namespace OpenGL } // namespace OpenGL

View File

@ -4,6 +4,7 @@
#pragma once #pragma once
#include <array>
#include <map> #include <map>
#include <memory> #include <memory>
@ -115,6 +116,9 @@ public:
/// Gets the current specified shader stage program /// Gets the current specified shader stage program
Shader GetStageProgram(Maxwell::ShaderProgram program); Shader GetStageProgram(Maxwell::ShaderProgram program);
private:
std::array<Shader, Maxwell::MaxShaderProgram> last_shaders;
}; };
} // namespace OpenGL } // namespace OpenGL