Move shader caches to VideoCommon

This commit is contained in:
Stenzek
2018-02-25 01:15:35 +10:00
parent 24df896eb8
commit dec0c3bce8
48 changed files with 1448 additions and 3346 deletions

View File

@ -223,6 +223,7 @@ bool VideoBackend::Initialize(void* window_handle)
g_renderer = std::make_unique<Renderer>(std::move(swap_chain));
g_vertex_manager = std::make_unique<VertexManager>();
g_texture_cache = std::make_unique<TextureCache>();
::g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
g_perf_query = std::make_unique<PerfQuery>();
// Invoke init methods on main wrapper classes.
@ -230,21 +231,14 @@ bool VideoBackend::Initialize(void* window_handle)
// for the remaining classes may call methods on these.
if (!StateTracker::CreateInstance() || !FramebufferManager::GetInstance()->Initialize() ||
!Renderer::GetInstance()->Initialize() || !VertexManager::GetInstance()->Initialize() ||
!TextureCache::GetInstance()->Initialize() || !PerfQuery::GetInstance()->Initialize())
!TextureCache::GetInstance()->Initialize() || !PerfQuery::GetInstance()->Initialize() ||
!::g_shader_cache->Initialize())
{
PanicAlert("Failed to initialize Vulkan classes.");
Shutdown();
return false;
}
// Ensure all pipelines previously used by the game have been created.
StateTracker::GetInstance()->ReloadPipelineUIDCache();
// Lastly, precompile ubershaders, if requested.
// This has to be done after the texture cache and shader cache are initialized.
if (g_ActiveConfig.CanPrecompileUberShaders())
g_shader_cache->PrecompileUberShaders();
// Display the name so the user knows which device was actually created.
INFO_LOG(VIDEO, "Vulkan Device: %s", g_vulkan_context->GetDeviceProperties().deviceName);
return true;
@ -252,13 +246,17 @@ bool VideoBackend::Initialize(void* window_handle)
void VideoBackend::Shutdown()
{
if (g_renderer)
g_renderer->Shutdown();
if (g_command_buffer_mgr)
g_command_buffer_mgr->WaitForGPUIdle();
if (::g_shader_cache)
::g_shader_cache->Shutdown();
if (g_renderer)
g_renderer->Shutdown();
g_perf_query.reset();
::g_shader_cache.reset();
g_texture_cache.reset();
g_vertex_manager.reset();
g_renderer.reset();