From bd8b9bbcee93549f323352f227ff44d0e79e0ad4 Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Wed, 26 Feb 2020 16:13:47 -0300 Subject: gl_shader_cache: Rework shader cache and remove post-specializations Instead of pre-specializing shaders and then post-specializing them, drop the later and only "specialize" the shader while decoding it. --- src/video_core/renderer_opengl/gl_shader_gen.cpp | 109 ----------------------- 1 file changed, 109 deletions(-) delete mode 100644 src/video_core/renderer_opengl/gl_shader_gen.cpp (limited to 'src/video_core/renderer_opengl/gl_shader_gen.cpp') diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp deleted file mode 100644 index 34946fb47..000000000 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ /dev/null @@ -1,109 +0,0 @@ -// Copyright 2018 yuzu Emulator Project -// Licensed under GPLv2 or any later version -// Refer to the license.txt file included. - -#include - -#include - -#include "video_core/engines/maxwell_3d.h" -#include "video_core/engines/shader_type.h" -#include "video_core/renderer_opengl/gl_device.h" -#include "video_core/renderer_opengl/gl_shader_decompiler.h" -#include "video_core/renderer_opengl/gl_shader_gen.h" -#include "video_core/shader/shader_ir.h" - -namespace OpenGL::GLShader { - -using Tegra::Engines::Maxwell3D; -using Tegra::Engines::ShaderType; -using VideoCommon::Shader::CompileDepth; -using VideoCommon::Shader::CompilerSettings; -using VideoCommon::Shader::ProgramCode; -using VideoCommon::Shader::ShaderIR; - -std::string GenerateVertexShader(const Device& device, const ShaderIR& ir, const ShaderIR* ir_b) { - std::string out = GetCommonDeclarations(); - out += fmt::format(R"( -layout (std140, binding = {}) uniform vs_config {{ - float y_direction; -}}; - -)", - EmulationUniformBlockBinding); - out += Decompile(device, ir, ShaderType::Vertex, "vertex"); - if (ir_b) { - out += Decompile(device, *ir_b, ShaderType::Vertex, "vertex_b"); - } - - out += R"( -void main() { - gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f); - execute_vertex(); -)"; - if (ir_b) { - out += " execute_vertex_b();"; - } - out += "}\n"; - return out; -} - -std::string GenerateGeometryShader(const Device& device, const ShaderIR& ir) { - std::string out = GetCommonDeclarations(); - out += fmt::format(R"( -layout (std140, binding = {}) uniform gs_config {{ - float y_direction; -}}; - -)", - EmulationUniformBlockBinding); - out += Decompile(device, ir, ShaderType::Geometry, "geometry"); - - out += R"( -void main() { - execute_geometry(); -} -)"; - return out; -} - -std::string GenerateFragmentShader(const Device& device, const ShaderIR& ir) { - std::string out = GetCommonDeclarations(); - out += fmt::format(R"( -layout (location = 0) out vec4 FragColor0; -layout (location = 1) out vec4 FragColor1; -layout (location = 2) out vec4 FragColor2; -layout (location = 3) out vec4 FragColor3; -layout (location = 4) out vec4 FragColor4; -layout (location = 5) out vec4 FragColor5; -layout (location = 6) out vec4 FragColor6; -layout (location = 7) out vec4 FragColor7; - -layout (std140, binding = {}) uniform fs_config {{ - float y_direction; -}}; - -)", - EmulationUniformBlockBinding); - out += Decompile(device, ir, ShaderType::Fragment, "fragment"); - - out += R"( -void main() { - execute_fragment(); -} -)"; - return out; -} - -std::string GenerateComputeShader(const Device& device, const ShaderIR& ir) { - std::string out = GetCommonDeclarations(); - out += Decompile(device, ir, ShaderType::Compute, "compute"); - out += R"( -void main() { - execute_compute(); -} -)"; - return out; -} - -} // namespace OpenGL::GLShader -- cgit v1.2.3