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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-28 16:49:58 -06:00
Replace the shader uid system with a new one which quasi-automatically generates uids for shaders.
Currently used in the vertex shader only (had to fork lighting shaders for now).
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@ -42,7 +42,7 @@ GLuint VertexShaderCache::CurrentShader;
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bool VertexShaderCache::ShaderEnabled;
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VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry = NULL;
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VERTEXSHADERUID VertexShaderCache::last_uid;
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ShaderUid VertexShaderCache::last_uid;
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static int s_nMaxVertexInstructions;
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@ -74,14 +74,14 @@ void VertexShaderCache::Shutdown()
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VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
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{
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VERTEXSHADERUID uid;
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GetVertexShaderId(&uid, components);
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// Possible optimization: Don't always generate the shader uid, but keep track of changes in BPStructs instead
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ShaderUid uid;
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GenerateShaderUid(uid, components, API_OPENGL);
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if (last_entry)
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{
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if (uid == last_uid)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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ValidateVertexShaderIDs(API_OPENGL, vshaders[uid].safe_uid, vshaders[uid].shader.strprog, components);
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return &last_entry->shader;
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}
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}
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@ -95,15 +95,14 @@ VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
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last_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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ValidateVertexShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, components);
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return &last_entry->shader;
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}
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// Make an entry in the table
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VSCacheEntry& entry = vshaders[uid];
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last_entry = &entry;
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const char *code = GenerateVertexShaderCode(components, API_OPENGL);
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GetSafeVertexShaderId(&entry.safe_uid, components);
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ShaderCode code;
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GenerateShaderCode(code, components, API_OPENGL);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
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@ -111,11 +110,11 @@ VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(szTemp, code);
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SaveData(szTemp, code.GetBuffer());
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}
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#endif
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if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) {
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if (!code.GetBuffer() || !VertexShaderCache::CompileVertexShader(entry.shader, code.GetBuffer())) {
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GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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return NULL;
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}
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