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gl_shader_disk_cache: Properly ignore existing cache

Previously old entries where appended to the file even if the shader
cache was ignored at boot. Address that issue.
This commit is contained in:
ReinUsesLisp 2019-10-06 17:48:48 -03:00
parent deecd7f074
commit 58b597c5ec
No known key found for this signature in database
GPG key ID: 2DFC508897B39CFE
2 changed files with 17 additions and 16 deletions

View file

@ -112,14 +112,15 @@ std::optional<std::pair<std::vector<ShaderDiskCacheRaw>, std::vector<ShaderDiskC
ShaderDiskCacheOpenGL::LoadTransferable() {
// Skip games without title id
const bool has_title_id = system.CurrentProcess()->GetTitleID() != 0;
if (!Settings::values.use_disk_shader_cache || !has_title_id)
if (!Settings::values.use_disk_shader_cache || !has_title_id) {
return {};
tried_to_load = true;
}
FileUtil::IOFile file(GetTransferablePath(), "rb");
if (!file.IsOpen()) {
LOG_INFO(Render_OpenGL, "No transferable shader cache found for game with title id={}",
GetTitleID());
is_usable = true;
return {};
}
@ -135,6 +136,7 @@ ShaderDiskCacheOpenGL::LoadTransferable() {
LOG_INFO(Render_OpenGL, "Transferable shader cache is old - removing");
file.Close();
InvalidateTransferable();
is_usable = true;
return {};
}
if (version > NativeVersion) {
@ -180,13 +182,15 @@ ShaderDiskCacheOpenGL::LoadTransferable() {
}
}
return {{raws, usages}};
is_usable = true;
return {{std::move(raws), std::move(usages)}};
}
std::pair<std::unordered_map<u64, ShaderDiskCacheDecompiled>, ShaderDumpsMap>
ShaderDiskCacheOpenGL::LoadPrecompiled() {
if (!IsUsable())
if (!is_usable) {
return {};
}
FileUtil::IOFile file(GetPrecompiledPath(), "rb");
if (!file.IsOpen()) {
@ -479,8 +483,9 @@ void ShaderDiskCacheOpenGL::InvalidatePrecompiled() {
}
void ShaderDiskCacheOpenGL::SaveRaw(const ShaderDiskCacheRaw& entry) {
if (!IsUsable())
if (!is_usable) {
return;
}
const u64 id = entry.GetUniqueIdentifier();
if (transferable.find(id) != transferable.end()) {
@ -501,8 +506,9 @@ void ShaderDiskCacheOpenGL::SaveRaw(const ShaderDiskCacheRaw& entry) {
}
void ShaderDiskCacheOpenGL::SaveUsage(const ShaderDiskCacheUsage& usage) {
if (!IsUsable())
if (!is_usable) {
return;
}
const auto it = transferable.find(usage.unique_identifier);
ASSERT_MSG(it != transferable.end(), "Saving shader usage without storing raw previously");
@ -528,8 +534,9 @@ void ShaderDiskCacheOpenGL::SaveUsage(const ShaderDiskCacheUsage& usage) {
void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::string& code,
const GLShader::ShaderEntries& entries) {
if (!IsUsable())
if (!is_usable) {
return;
}
if (precompiled_cache_virtual_file.GetSize() == 0) {
SavePrecompiledHeaderToVirtualPrecompiledCache();
@ -543,8 +550,9 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str
}
void ShaderDiskCacheOpenGL::SaveDump(const ShaderDiskCacheUsage& usage, GLuint program) {
if (!IsUsable())
if (!is_usable) {
return;
}
GLint binary_length{};
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binary_length);
@ -565,10 +573,6 @@ void ShaderDiskCacheOpenGL::SaveDump(const ShaderDiskCacheUsage& usage, GLuint p
}
}
bool ShaderDiskCacheOpenGL::IsUsable() const {
return tried_to_load && Settings::values.use_disk_shader_cache;
}
FileUtil::IOFile ShaderDiskCacheOpenGL::AppendTransferableFile() const {
if (!EnsureDirectories())
return {};

View file

@ -224,9 +224,6 @@ private:
bool SaveDecompiledFile(u64 unique_identifier, const std::string& code,
const GLShader::ShaderEntries& entries);
/// Returns if the cache can be used
bool IsUsable() const;
/// Opens current game's transferable file and write it's header if it doesn't exist
FileUtil::IOFile AppendTransferableFile() const;
@ -297,7 +294,7 @@ private:
std::unordered_map<u64, std::unordered_set<ShaderDiskCacheUsage>> transferable;
// The cache has been loaded at boot
bool tried_to_load{};
bool is_usable{};
};
} // namespace OpenGL