Merge pull request #2804 from ReinUsesLisp/remove-gs-special
gl_shader_cache: Remove special casing for geometry shaders
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commit
4ee9949639
2 changed files with 9 additions and 80 deletions
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@ -348,10 +348,6 @@ Shader CachedShader::CreateKernelFromCache(const ShaderParameters& params,
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}
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std::tuple<GLuint, BaseBindings> CachedShader::GetProgramHandle(const ProgramVariant& variant) {
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GLuint handle{};
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if (program_type == ProgramType::Geometry) {
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handle = GetGeometryShader(variant);
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} else {
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const auto [entry, is_cache_miss] = programs.try_emplace(variant);
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auto& program = entry->second;
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if (is_cache_miss) {
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@ -364,9 +360,6 @@ std::tuple<GLuint, BaseBindings> CachedShader::GetProgramHandle(const ProgramVar
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LabelGLObject(GL_PROGRAM, program->handle, cpu_addr);
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}
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handle = program->handle;
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}
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auto base_bindings = variant.base_bindings;
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base_bindings.cbuf += static_cast<u32>(entries.const_buffers.size());
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if (program_type != ProgramType::Compute) {
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@ -375,52 +368,9 @@ std::tuple<GLuint, BaseBindings> CachedShader::GetProgramHandle(const ProgramVar
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base_bindings.gmem += static_cast<u32>(entries.global_memory_entries.size());
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base_bindings.sampler += static_cast<u32>(entries.samplers.size());
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return {handle, base_bindings};
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return {program->handle, base_bindings};
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}
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GLuint CachedShader::GetGeometryShader(const ProgramVariant& variant) {
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const auto [entry, is_cache_miss] = geometry_programs.try_emplace(variant);
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auto& programs = entry->second;
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switch (variant.primitive_mode) {
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case GL_POINTS:
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return LazyGeometryProgram(programs.points, variant);
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case GL_LINES:
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case GL_LINE_STRIP:
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return LazyGeometryProgram(programs.lines, variant);
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case GL_LINES_ADJACENCY:
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case GL_LINE_STRIP_ADJACENCY:
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return LazyGeometryProgram(programs.lines_adjacency, variant);
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case GL_TRIANGLES:
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case GL_TRIANGLE_STRIP:
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case GL_TRIANGLE_FAN:
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return LazyGeometryProgram(programs.triangles, variant);
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case GL_TRIANGLES_ADJACENCY:
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case GL_TRIANGLE_STRIP_ADJACENCY:
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return LazyGeometryProgram(programs.triangles_adjacency, variant);
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default:
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UNREACHABLE_MSG("Unknown primitive mode.");
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return LazyGeometryProgram(programs.points, variant);
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}
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}
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GLuint CachedShader::LazyGeometryProgram(CachedProgram& target_program,
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const ProgramVariant& variant) {
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if (target_program) {
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return target_program->handle;
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}
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const auto [glsl_name, debug_name, vertices] = GetPrimitiveDescription(variant.primitive_mode);
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target_program = TryLoadProgram(variant);
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if (!target_program) {
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target_program = SpecializeShader(code, entries, program_type, variant);
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disk_cache.SaveUsage(GetUsage(variant));
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}
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LabelGLObject(GL_PROGRAM, target_program->handle, cpu_addr, debug_name);
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return target_program->handle;
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};
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CachedProgram CachedShader::TryLoadProgram(const ProgramVariant& variant) const {
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const auto found = precompiled_programs.find(GetUsage(variant));
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if (found == precompiled_programs.end()) {
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@ -86,22 +86,6 @@ private:
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explicit CachedShader(const ShaderParameters& params, ProgramType program_type,
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GLShader::ProgramResult result);
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// Geometry programs. These are needed because GLSL needs an input topology but it's not
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// declared by the hardware. Workaround this issue by generating a different shader per input
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// topology class.
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struct GeometryPrograms {
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CachedProgram points;
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CachedProgram lines;
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CachedProgram lines_adjacency;
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CachedProgram triangles;
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CachedProgram triangles_adjacency;
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};
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GLuint GetGeometryShader(const ProgramVariant& variant);
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/// Generates a geometry shader or returns one that already exists.
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GLuint LazyGeometryProgram(CachedProgram& target_program, const ProgramVariant& variant);
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CachedProgram TryLoadProgram(const ProgramVariant& variant) const;
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ShaderDiskCacheUsage GetUsage(const ProgramVariant& variant) const;
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@ -117,11 +101,6 @@ private:
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std::size_t shader_length{};
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std::unordered_map<ProgramVariant, CachedProgram> programs;
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std::unordered_map<ProgramVariant, GeometryPrograms> geometry_programs;
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std::unordered_map<u32, GLuint> cbuf_resource_cache;
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std::unordered_map<u32, GLuint> gmem_resource_cache;
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std::unordered_map<u32, GLint> uniform_cache;
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};
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class ShaderCacheOpenGL final : public RasterizerCache<Shader> {
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