gl_shader_cache: Update commentary for shared memory
Remove false commentary. Not dividing by 4 the size of shared memory is not a hack; it describes the number of integers, not bytes. While we are at it sort the generated code to put preprocessor lines on the top.
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@ -264,28 +264,25 @@ CachedProgram BuildShader(const Device& device, u64 unique_identifier, ShaderTyp
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"#extension GL_NV_shader_thread_group : require\n"
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"#extension GL_NV_shader_thread_shuffle : require\n";
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}
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source += '\n';
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if (shader_type == ShaderType::Geometry) {
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const auto [glsl_topology, max_vertices] = GetPrimitiveDescription(variant.primitive_mode);
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source += fmt::format("#define MAX_VERTEX_INPUT {}\n", max_vertices);
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source += fmt::format("layout ({}) in;\n\n", glsl_topology);
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source += fmt::format("layout ({}) in;\n", glsl_topology);
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}
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if (shader_type == ShaderType::Compute) {
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if (variant.local_memory_size > 0) {
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source += fmt::format("#define LOCAL_MEMORY_SIZE {}\n",
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Common::AlignUp(variant.local_memory_size, 4) / 4);
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}
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source +=
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fmt::format("layout (local_size_x = {}, local_size_y = {}, local_size_z = {}) in;\n",
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variant.block_x, variant.block_y, variant.block_z);
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if (variant.shared_memory_size > 0) {
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// TODO(Rodrigo): We should divide by four here, but having a larger shared memory pool
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// avoids out of bound stores. Find out why shared memory size is being invalid.
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// shared_memory_size is described in number of words
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source += fmt::format("shared uint smem[{}];\n", variant.shared_memory_size);
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}
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if (variant.local_memory_size > 0) {
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source += fmt::format("#define LOCAL_MEMORY_SIZE {}\n",
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Common::AlignUp(variant.local_memory_size, 4) / 4);
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}
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}
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source += '\n';
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