Merge pull request #2804 from ReinUsesLisp/remove-gs-special
gl_shader_cache: Remove special casing for geometry shaders
This commit is contained in:
commit
4ee9949639
|
@ -348,10 +348,6 @@ Shader CachedShader::CreateKernelFromCache(const ShaderParameters& params,
|
||||||
}
|
}
|
||||||
|
|
||||||
std::tuple<GLuint, BaseBindings> CachedShader::GetProgramHandle(const ProgramVariant& variant) {
|
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);
|
const auto [entry, is_cache_miss] = programs.try_emplace(variant);
|
||||||
auto& program = entry->second;
|
auto& program = entry->second;
|
||||||
if (is_cache_miss) {
|
if (is_cache_miss) {
|
||||||
|
@ -364,9 +360,6 @@ std::tuple<GLuint, BaseBindings> CachedShader::GetProgramHandle(const ProgramVar
|
||||||
LabelGLObject(GL_PROGRAM, program->handle, cpu_addr);
|
LabelGLObject(GL_PROGRAM, program->handle, cpu_addr);
|
||||||
}
|
}
|
||||||
|
|
||||||
handle = program->handle;
|
|
||||||
}
|
|
||||||
|
|
||||||
auto base_bindings = variant.base_bindings;
|
auto base_bindings = variant.base_bindings;
|
||||||
base_bindings.cbuf += static_cast<u32>(entries.const_buffers.size());
|
base_bindings.cbuf += static_cast<u32>(entries.const_buffers.size());
|
||||||
if (program_type != ProgramType::Compute) {
|
if (program_type != ProgramType::Compute) {
|
||||||
|
@ -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.gmem += static_cast<u32>(entries.global_memory_entries.size());
|
||||||
base_bindings.sampler += static_cast<u32>(entries.samplers.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 {
|
CachedProgram CachedShader::TryLoadProgram(const ProgramVariant& variant) const {
|
||||||
const auto found = precompiled_programs.find(GetUsage(variant));
|
const auto found = precompiled_programs.find(GetUsage(variant));
|
||||||
if (found == precompiled_programs.end()) {
|
if (found == precompiled_programs.end()) {
|
||||||
|
|
|
@ -86,22 +86,6 @@ private:
|
||||||
explicit CachedShader(const ShaderParameters& params, ProgramType program_type,
|
explicit CachedShader(const ShaderParameters& params, ProgramType program_type,
|
||||||
GLShader::ProgramResult result);
|
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;
|
CachedProgram TryLoadProgram(const ProgramVariant& variant) const;
|
||||||
|
|
||||||
ShaderDiskCacheUsage GetUsage(const ProgramVariant& variant) const;
|
ShaderDiskCacheUsage GetUsage(const ProgramVariant& variant) const;
|
||||||
|
@ -117,11 +101,6 @@ private:
|
||||||
std::size_t shader_length{};
|
std::size_t shader_length{};
|
||||||
|
|
||||||
std::unordered_map<ProgramVariant, CachedProgram> programs;
|
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> {
|
class ShaderCacheOpenGL final : public RasterizerCache<Shader> {
|
||||||
|
|
Reference in New Issue