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authorReinUsesLisp <reinuseslisp@airmail.cc>2021-02-17 00:52:12 +0100
committerameerj <52414509+ameerj@users.noreply.github.com>2021-07-23 03:51:22 +0200
commitc67d64365a712830fe140dd36e24e2efd9b8a812 (patch)
tree9287589f2b72d1cbd0cb113c2024b2bc531408c3 /src/video_core/renderer_opengl/gl_shader_disk_cache.h
parentshader: Add XMAD multiplication folding optimization (diff)
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Diffstat (limited to 'src/video_core/renderer_opengl/gl_shader_disk_cache.h')
-rw-r--r--src/video_core/renderer_opengl/gl_shader_disk_cache.h176
1 files changed, 0 insertions, 176 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_disk_cache.h b/src/video_core/renderer_opengl/gl_shader_disk_cache.h
deleted file mode 100644
index f8bc23868..000000000
--- a/src/video_core/renderer_opengl/gl_shader_disk_cache.h
+++ /dev/null
@@ -1,176 +0,0 @@
-// Copyright 2019 yuzu Emulator Project
-// Licensed under GPLv2 or any later version
-// Refer to the license.txt file included.
-
-#pragma once
-
-#include <filesystem>
-#include <optional>
-#include <string>
-#include <tuple>
-#include <type_traits>
-#include <unordered_map>
-#include <unordered_set>
-#include <utility>
-#include <vector>
-
-#include <glad/glad.h>
-
-#include "common/assert.h"
-#include "common/common_types.h"
-#include "core/file_sys/vfs_vector.h"
-#include "video_core/engines/shader_type.h"
-#include "video_core/shader/registry.h"
-
-namespace Common::FS {
-class IOFile;
-}
-
-namespace OpenGL {
-
-using ProgramCode = std::vector<u64>;
-
-/// Describes a shader and how it's used by the guest GPU
-struct ShaderDiskCacheEntry {
- ShaderDiskCacheEntry();
- ~ShaderDiskCacheEntry();
-
- bool Load(Common::FS::IOFile& file);
-
- bool Save(Common::FS::IOFile& file) const;
-
- bool HasProgramA() const {
- return !code.empty() && !code_b.empty();
- }
-
- Tegra::Engines::ShaderType type{};
- ProgramCode code;
- ProgramCode code_b;
-
- u64 unique_identifier = 0;
- std::optional<u32> texture_handler_size;
- u32 bound_buffer = 0;
- VideoCommon::Shader::GraphicsInfo graphics_info;
- VideoCommon::Shader::ComputeInfo compute_info;
- VideoCommon::Shader::KeyMap keys;
- VideoCommon::Shader::BoundSamplerMap bound_samplers;
- VideoCommon::Shader::SeparateSamplerMap separate_samplers;
- VideoCommon::Shader::BindlessSamplerMap bindless_samplers;
-};
-
-/// Contains an OpenGL dumped binary program
-struct ShaderDiskCachePrecompiled {
- u64 unique_identifier = 0;
- GLenum binary_format = 0;
- std::vector<u8> binary;
-};
-
-class ShaderDiskCacheOpenGL {
-public:
- explicit ShaderDiskCacheOpenGL();
- ~ShaderDiskCacheOpenGL();
-
- /// Binds a title ID for all future operations.
- void BindTitleID(u64 title_id);
-
- /// Loads transferable cache. If file has a old version or on failure, it deletes the file.
- std::optional<std::vector<ShaderDiskCacheEntry>> LoadTransferable();
-
- /// Loads current game's precompiled cache. Invalidates on failure.
- std::vector<ShaderDiskCachePrecompiled> LoadPrecompiled();
-
- /// Removes the transferable (and precompiled) cache file.
- void InvalidateTransferable();
-
- /// Removes the precompiled cache file and clears virtual precompiled cache file.
- void InvalidatePrecompiled();
-
- /// Saves a raw dump to the transferable file. Checks for collisions.
- void SaveEntry(const ShaderDiskCacheEntry& entry);
-
- /// Saves a dump entry to the precompiled file. Does not check for collisions.
- void SavePrecompiled(u64 unique_identifier, GLuint program);
-
- /// Serializes virtual precompiled shader cache file to real file
- void SaveVirtualPrecompiledFile();
-
-private:
- /// Loads the transferable cache. Returns empty on failure.
- std::optional<std::vector<ShaderDiskCachePrecompiled>> LoadPrecompiledFile(
- Common::FS::IOFile& file);
-
- /// Opens current game's transferable file and write it's header if it doesn't exist
- Common::FS::IOFile AppendTransferableFile() const;
-
- /// Save precompiled header to precompiled_cache_in_memory
- void SavePrecompiledHeaderToVirtualPrecompiledCache();
-
- /// Create shader disk cache directories. Returns true on success.
- bool EnsureDirectories() const;
-
- /// Gets current game's transferable file path
- std::filesystem::path GetTransferablePath() const;
-
- /// Gets current game's precompiled file path
- std::filesystem::path GetPrecompiledPath() const;
-
- /// Get user's transferable directory path
- std::filesystem::path GetTransferableDir() const;
-
- /// Get user's precompiled directory path
- std::filesystem::path GetPrecompiledDir() const;
-
- /// Get user's shader directory path
- std::filesystem::path GetBaseDir() const;
-
- /// Get current game's title id
- std::string GetTitleID() const;
-
- template <typename T>
- bool SaveArrayToPrecompiled(const T* data, std::size_t length) {
- const std::size_t write_length = precompiled_cache_virtual_file.WriteArray(
- data, length, precompiled_cache_virtual_file_offset);
- precompiled_cache_virtual_file_offset += write_length;
- return write_length == sizeof(T) * length;
- }
-
- template <typename T>
- bool LoadArrayFromPrecompiled(T* data, std::size_t length) {
- const std::size_t read_length = precompiled_cache_virtual_file.ReadArray(
- data, length, precompiled_cache_virtual_file_offset);
- precompiled_cache_virtual_file_offset += read_length;
- return read_length == sizeof(T) * length;
- }
-
- template <typename T>
- bool SaveObjectToPrecompiled(const T& object) {
- return SaveArrayToPrecompiled(&object, 1);
- }
-
- bool SaveObjectToPrecompiled(bool object) {
- const auto value = static_cast<u8>(object);
- return SaveArrayToPrecompiled(&value, 1);
- }
-
- template <typename T>
- bool LoadObjectFromPrecompiled(T& object) {
- return LoadArrayFromPrecompiled(&object, 1);
- }
-
- // Stores whole precompiled cache which will be read from or saved to the precompiled chache
- // file
- FileSys::VectorVfsFile precompiled_cache_virtual_file;
- // Stores the current offset of the precompiled cache file for IO purposes
- std::size_t precompiled_cache_virtual_file_offset = 0;
-
- // Stored transferable shaders
- std::unordered_set<u64> stored_transferable;
-
- /// Title ID to operate on
- u64 title_id = 0;
-
- // The cache has been loaded at boot
- bool is_usable = false;
-};
-
-} // namespace OpenGL