mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 14:49:42 -06:00
Remove the rest of ShaderDebugging.
Without UID checking, it's basically a no-op that disables shader cache and stores the shader source code (without ever reading it back).
This commit is contained in:
@ -164,9 +164,6 @@ void GeometryShaderCache::Init()
|
||||
GeometryShaderCacheInserter inserter;
|
||||
g_gs_disk_cache.OpenAndRead(cache_filename, inserter);
|
||||
|
||||
if (g_Config.bEnableShaderDebugging)
|
||||
Clear();
|
||||
|
||||
last_entry = nullptr;
|
||||
}
|
||||
|
||||
@ -243,11 +240,6 @@ bool GeometryShaderCache::SetShader(u32 primitive_type)
|
||||
bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
|
||||
pbytecode->Release();
|
||||
|
||||
if (g_ActiveConfig.bEnableShaderDebugging && success)
|
||||
{
|
||||
GeometryShaders[uid].code = code.GetBuffer();
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
|
@ -32,8 +32,6 @@ private:
|
||||
{
|
||||
ID3D11GeometryShader* shader;
|
||||
|
||||
std::string code;
|
||||
|
||||
GSCacheEntry() : shader(nullptr) {}
|
||||
void Destroy() { SAFE_RELEASE(shader); }
|
||||
};
|
||||
|
@ -504,9 +504,6 @@ void PixelShaderCache::Init()
|
||||
PixelShaderCacheInserter inserter;
|
||||
g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
|
||||
|
||||
if (g_Config.bEnableShaderDebugging)
|
||||
Clear();
|
||||
|
||||
last_entry = nullptr;
|
||||
}
|
||||
|
||||
@ -596,11 +593,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
|
||||
bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
|
||||
pbytecode->Release();
|
||||
|
||||
if (g_ActiveConfig.bEnableShaderDebugging && success)
|
||||
{
|
||||
PixelShaders[uid].code = code.GetBuffer();
|
||||
}
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
|
||||
return success;
|
||||
}
|
||||
|
@ -42,8 +42,6 @@ private:
|
||||
{
|
||||
ID3D11PixelShader* shader;
|
||||
|
||||
std::string code;
|
||||
|
||||
PSCacheEntry() : shader(nullptr) {}
|
||||
void Destroy() { SAFE_RELEASE(shader); }
|
||||
};
|
||||
|
@ -165,9 +165,6 @@ void VertexShaderCache::Init()
|
||||
VertexShaderCacheInserter inserter;
|
||||
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
|
||||
|
||||
if (g_Config.bEnableShaderDebugging)
|
||||
Clear();
|
||||
|
||||
last_entry = nullptr;
|
||||
}
|
||||
|
||||
@ -235,11 +232,6 @@ bool VertexShaderCache::SetShader()
|
||||
bool success = InsertByteCode(uid, pbytecode);
|
||||
pbytecode->Release();
|
||||
|
||||
if (g_ActiveConfig.bEnableShaderDebugging && success)
|
||||
{
|
||||
vshaders[uid].code = code.GetBuffer();
|
||||
}
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
return success;
|
||||
}
|
||||
|
@ -38,8 +38,6 @@ private:
|
||||
ID3D11VertexShader* shader;
|
||||
D3DBlob* bytecode; // needed to initialize the input layout
|
||||
|
||||
std::string code;
|
||||
|
||||
VSCacheEntry() : shader(nullptr), bytecode(nullptr) {}
|
||||
void SetByteCode(D3DBlob* blob)
|
||||
{
|
||||
|
@ -30,14 +30,6 @@ VsBytecodeCache s_vs_bytecode_cache;
|
||||
// Used to keep track of blobs to release at Shutdown time.
|
||||
static std::vector<ID3DBlob*> s_shader_blob_list;
|
||||
|
||||
// Only used for shader debugging..
|
||||
using GsHlslCache = std::map<GeometryShaderUid, std::string>;
|
||||
using PsHlslCache = std::map<PixelShaderUid, std::string>;
|
||||
using VsHlslCache = std::map<VertexShaderUid, std::string>;
|
||||
static GsHlslCache s_gs_hlsl_cache;
|
||||
static PsHlslCache s_ps_hlsl_cache;
|
||||
static VsHlslCache s_vs_hlsl_cache;
|
||||
|
||||
static LinearDiskCache<GeometryShaderUid, u8> s_gs_disk_cache;
|
||||
static LinearDiskCache<PixelShaderUid, u8> s_ps_disk_cache;
|
||||
static LinearDiskCache<VertexShaderUid, u8> s_vs_disk_cache;
|
||||
@ -100,10 +92,6 @@ void ShaderCache::Init()
|
||||
ShaderCacheInserter<VertexShaderUid, VsBytecodeCache, &s_vs_bytecode_cache> vs_inserter;
|
||||
s_vs_disk_cache.OpenAndRead(vs_cache_filename, vs_inserter);
|
||||
|
||||
// Clear out cache when debugging shaders to ensure stale ones don't stick around..
|
||||
if (g_Config.bEnableShaderDebugging)
|
||||
Clear();
|
||||
|
||||
SETSTAT(stats.numPixelShadersAlive, static_cast<int>(s_ps_bytecode_cache.size()));
|
||||
SETSTAT(stats.numPixelShadersCreated, static_cast<int>(s_ps_bytecode_cache.size()));
|
||||
SETSTAT(stats.numVertexShadersAlive, static_cast<int>(s_vs_bytecode_cache.size()));
|
||||
@ -141,13 +129,6 @@ void ShaderCache::Shutdown()
|
||||
s_ps_disk_cache.Close();
|
||||
s_vs_disk_cache.Sync();
|
||||
s_vs_disk_cache.Close();
|
||||
|
||||
if (g_Config.bEnableShaderDebugging)
|
||||
{
|
||||
s_gs_hlsl_cache.clear();
|
||||
s_ps_hlsl_cache.clear();
|
||||
s_vs_hlsl_cache.clear();
|
||||
}
|
||||
}
|
||||
|
||||
void ShaderCache::LoadAndSetActiveShaders(DSTALPHA_MODE ps_dst_alpha_mode, u32 gs_primitive_type)
|
||||
@ -234,11 +215,6 @@ void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_t
|
||||
s_last_geometry_shader_bytecode = InsertByteCode(gs_uid, &s_gs_bytecode_cache, gs_bytecode);
|
||||
s_gs_disk_cache.Append(gs_uid, reinterpret_cast<u8*>(gs_bytecode->GetBufferPointer()),
|
||||
static_cast<u32>(gs_bytecode->GetBufferSize()));
|
||||
|
||||
if (g_ActiveConfig.bEnableShaderDebugging)
|
||||
{
|
||||
s_gs_hlsl_cache[gs_uid] = gs_code.GetBuffer();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -269,11 +245,6 @@ void ShaderCache::HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_
|
||||
|
||||
SETSTAT(stats.numPixelShadersAlive, static_cast<int>(s_ps_bytecode_cache.size()));
|
||||
INCSTAT(stats.numPixelShadersCreated);
|
||||
|
||||
if (g_ActiveConfig.bEnableShaderDebugging)
|
||||
{
|
||||
s_ps_hlsl_cache[ps_uid] = ps_code.GetBuffer();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -304,11 +275,6 @@ void ShaderCache::HandleVSUIDChange(VertexShaderUid vs_uid)
|
||||
|
||||
SETSTAT(stats.numVertexShadersAlive, static_cast<int>(s_vs_bytecode_cache.size()));
|
||||
INCSTAT(stats.numVertexShadersCreated);
|
||||
|
||||
if (g_ActiveConfig.bEnableShaderDebugging)
|
||||
{
|
||||
s_vs_hlsl_cache[vs_uid] = vs_code.GetBuffer();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -213,13 +213,6 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 primitive_
|
||||
!uid.guid.GetUidData()->IsPassthrough())
|
||||
gcode = GenerateGeometryShaderCode(API_OPENGL, uid.guid.GetUidData());
|
||||
|
||||
if (g_ActiveConfig.bEnableShaderDebugging)
|
||||
{
|
||||
newentry.shader.strvprog = vcode.GetBuffer();
|
||||
newentry.shader.strpprog = pcode.GetBuffer();
|
||||
newentry.shader.strgprog = gcode.GetBuffer();
|
||||
}
|
||||
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
|
||||
{
|
||||
@ -421,7 +414,7 @@ void ProgramShaderCache::Init()
|
||||
s_buffer = StreamBuffer::Create(GL_UNIFORM_BUFFER, UBO_LENGTH);
|
||||
|
||||
// Read our shader cache, only if supported
|
||||
if (g_ogl_config.bSupportsGLSLCache && !g_Config.bEnableShaderDebugging)
|
||||
if (g_ogl_config.bSupportsGLSLCache)
|
||||
{
|
||||
GLint Supported;
|
||||
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
|
||||
@ -455,7 +448,7 @@ void ProgramShaderCache::Init()
|
||||
void ProgramShaderCache::Shutdown()
|
||||
{
|
||||
// store all shaders in cache on disk
|
||||
if (g_ogl_config.bSupportsGLSLCache && !g_Config.bEnableShaderDebugging)
|
||||
if (g_ogl_config.bSupportsGLSLCache)
|
||||
{
|
||||
for (auto& entry : pshaders)
|
||||
{
|
||||
|
Reference in New Issue
Block a user