Made LinearDiskCache a template class. Keys are now some POD type (fixed size). Eliminates casting and key size checking.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6420 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Jordan Woyak
2010-11-15 05:22:03 +00:00
parent b025752192
commit b4ffd640b7
10 changed files with 170 additions and 257 deletions

View File

@ -40,7 +40,7 @@ static ID3D11VertexShader* ClearVertexShader = NULL;
static ID3D11InputLayout* SimpleLayout = NULL;
static ID3D11InputLayout* ClearLayout = NULL;
LinearDiskCache g_vs_disk_cache;
LinearDiskCache<VERTEXSHADERUID, u8> g_vs_disk_cache;
ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader() { return SimpleVertexShader; }
ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVertexShader; }
@ -81,21 +81,15 @@ void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const
}
// this class will load the precompiled shaders into our cache
class VertexShaderCacheInserter : public LinearDiskCacheReader {
class VertexShaderCacheInserter : public LinearDiskCacheReader<VERTEXSHADERUID, u8>
{
public:
void Read(const u8 *key, int key_size, const u8 *value, int value_size)
void Read(const VERTEXSHADERUID &key, const u8 *value, u32 value_size)
{
VERTEXSHADERUID uid;
if (key_size != sizeof(uid))
{
ERROR_LOG(VIDEO, "Wrong key size in vertex shader cache");
return;
}
memcpy(&uid, key, key_size);
D3DBlob* blob = new D3DBlob(value_size, value);
VertexShaderCache::InsertByteCode(uid, blob);
VertexShaderCache::InsertByteCode(key, blob);
blob->Release();
}
};
@ -183,7 +177,7 @@ void VertexShaderCache::Init()
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
VertexShaderCacheInserter inserter;
g_vs_disk_cache.OpenAndRead(cache_filename, &inserter);
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
}
void VertexShaderCache::Clear()
@ -238,7 +232,7 @@ bool VertexShaderCache::SetShader(u32 components)
PanicAlert("Failed to compile Vertex Shader %s %d:\n\n%s", __FILE__, __LINE__, code);
return false;
}
g_vs_disk_cache.Append((u8*)&uid, sizeof(uid), (const u8*)pbytecode->Data(), pbytecode->Size());
g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
g_vs_disk_cache.Sync();
bool result = InsertByteCode(uid, pbytecode);