gl_shader_cache: Flip if condition in GetStageProgram to reduce indentation
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@ -547,17 +547,19 @@ std::unordered_map<u64, UnspecializedShader> ShaderCacheOpenGL::GenerateUnspecia
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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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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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auto& memory_manager{Core::System::GetInstance().GPU().MemoryManager()};
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const GPUVAddr program_addr{GetShaderAddress(program)};
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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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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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ProgramCode program_code{GetShaderCode(memory_manager, program_addr, host_ptr)};
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ProgramCode program_code_b;
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@ -566,12 +568,12 @@ Shader ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
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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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}
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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 auto found = precompiled_shaders.find(unique_identifier);
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if (found != precompiled_shaders.end()) {
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shader =
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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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} else {
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shader = std::make_shared<CachedShader>(
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@ -579,9 +581,8 @@ Shader ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
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std::move(program_code), std::move(program_code_b), host_ptr);
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}
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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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} // namespace OpenGL
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