From c67d64365a712830fe140dd36e24e2efd9b8a812 Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Tue, 16 Feb 2021 20:52:12 -0300 Subject: shader: Remove old shader management --- .../renderer_opengl/gl_shader_disk_cache.h | 176 --------------------- 1 file changed, 176 deletions(-) delete mode 100644 src/video_core/renderer_opengl/gl_shader_disk_cache.h (limited to 'src/video_core/renderer_opengl/gl_shader_disk_cache.h') 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 -#include -#include -#include -#include -#include -#include -#include -#include - -#include - -#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; - -/// 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 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 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> LoadTransferable(); - - /// Loads current game's precompiled cache. Invalidates on failure. - std::vector 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> 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 - 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 - 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 - bool SaveObjectToPrecompiled(const T& object) { - return SaveArrayToPrecompiled(&object, 1); - } - - bool SaveObjectToPrecompiled(bool object) { - const auto value = static_cast(object); - return SaveArrayToPrecompiled(&value, 1); - } - - template - 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 stored_transferable; - - /// Title ID to operate on - u64 title_id = 0; - - // The cache has been loaded at boot - bool is_usable = false; -}; - -} // namespace OpenGL -- cgit v1.2.3