Merge pull request #3513 from phire/make_hdkr_happy

Get shadergen ready for Multithreadded generation of shaders.
This commit is contained in:
Scott Mansell
2016-06-26 21:55:22 +12:00
committed by GitHub
22 changed files with 724 additions and 845 deletions

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@ -26,7 +26,6 @@ namespace DX11
GeometryShaderCache::GSCache GeometryShaderCache::GeometryShaders;
const GeometryShaderCache::GSCacheEntry* GeometryShaderCache::last_entry;
GeometryShaderUid GeometryShaderCache::last_uid;
UidChecker<GeometryShaderUid, ShaderCode> GeometryShaderCache::geometry_uid_checker;
const GeometryShaderCache::GSCacheEntry GeometryShaderCache::pass_entry;
ID3D11GeometryShader* ClearGeometryShader = nullptr;
@ -165,9 +164,6 @@ void GeometryShaderCache::Init()
GeometryShaderCacheInserter inserter;
g_gs_disk_cache.OpenAndRead(cache_filename, inserter);
if (g_Config.bEnableShaderDebugging)
Clear();
last_entry = nullptr;
}
@ -177,7 +173,6 @@ void GeometryShaderCache::Clear()
for (auto& iter : GeometryShaders)
iter.second.Destroy();
GeometryShaders.clear();
geometry_uid_checker.Invalidate();
last_entry = nullptr;
}
@ -196,12 +191,7 @@ void GeometryShaderCache::Shutdown()
bool GeometryShaderCache::SetShader(u32 primitive_type)
{
GeometryShaderUid uid = GetGeometryShaderUid(primitive_type, API_D3D);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D);
geometry_uid_checker.AddToIndexAndCheck(code, uid, "Geometry", "g");
}
GeometryShaderUid uid = GetGeometryShaderUid(primitive_type);
// Check if the shader is already set
if (last_entry)
@ -235,7 +225,7 @@ bool GeometryShaderCache::SetShader(u32 primitive_type)
}
// Need to compile a new shader
ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D);
ShaderCode code = GenerateGeometryShaderCode(API_D3D, uid.GetUidData());
D3DBlob* pbytecode;
if (!D3D::CompileGeometryShader(code.GetBuffer(), &pbytecode))
@ -250,11 +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;
}

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@ -32,8 +32,6 @@ private:
{
ID3D11GeometryShader* shader;
std::string code;
GSCacheEntry() : shader(nullptr) {}
void Destroy() { SAFE_RELEASE(shader); }
};
@ -44,8 +42,6 @@ private:
static const GSCacheEntry* last_entry;
static GeometryShaderUid last_uid;
static const GSCacheEntry pass_entry;
static UidChecker<GeometryShaderUid, ShaderCode> geometry_uid_checker;
};
} // namespace DX11

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@ -26,7 +26,6 @@ namespace DX11
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
PixelShaderUid PixelShaderCache::last_uid;
UidChecker<PixelShaderUid, ShaderCode> PixelShaderCache::pixel_uid_checker;
LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
@ -505,9 +504,6 @@ void PixelShaderCache::Init()
PixelShaderCacheInserter inserter;
g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
if (g_Config.bEnableShaderDebugging)
Clear();
last_entry = nullptr;
}
@ -517,7 +513,6 @@ void PixelShaderCache::Clear()
for (auto& iter : PixelShaders)
iter.second.Destroy();
PixelShaders.clear();
pixel_uid_checker.Invalidate();
last_entry = nullptr;
}
@ -556,12 +551,7 @@ void PixelShaderCache::Shutdown()
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
{
PixelShaderUid uid = GetPixelShaderUid(dstAlphaMode, API_D3D);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D);
pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
}
PixelShaderUid uid = GetPixelShaderUid(dstAlphaMode);
// Check if the shader is already set
if (last_entry)
@ -588,7 +578,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
}
// Need to compile a new shader
ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D);
ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D, uid.GetUidData());
D3DBlob* pbytecode;
if (!D3D::CompilePixelShader(code.GetBuffer(), &pbytecode))
@ -603,11 +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;
}

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@ -42,8 +42,6 @@ private:
{
ID3D11PixelShader* shader;
std::string code;
PSCacheEntry() : shader(nullptr) {}
void Destroy() { SAFE_RELEASE(shader); }
};
@ -53,8 +51,6 @@ private:
static PSCache PixelShaders;
static const PSCacheEntry* last_entry;
static PixelShaderUid last_uid;
static UidChecker<PixelShaderUid, ShaderCode> pixel_uid_checker;
};
} // namespace DX11

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@ -24,7 +24,6 @@ namespace DX11
VertexShaderCache::VSCache VertexShaderCache::vshaders;
const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry;
VertexShaderUid VertexShaderCache::last_uid;
UidChecker<VertexShaderUid, ShaderCode> VertexShaderCache::vertex_uid_checker;
static ID3D11VertexShader* SimpleVertexShader = nullptr;
static ID3D11VertexShader* ClearVertexShader = nullptr;
@ -166,9 +165,6 @@ void VertexShaderCache::Init()
VertexShaderCacheInserter inserter;
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
if (g_Config.bEnableShaderDebugging)
Clear();
last_entry = nullptr;
}
@ -177,7 +173,6 @@ void VertexShaderCache::Clear()
for (auto& iter : vshaders)
iter.second.Destroy();
vshaders.clear();
vertex_uid_checker.Invalidate();
last_entry = nullptr;
}
@ -199,12 +194,7 @@ void VertexShaderCache::Shutdown()
bool VertexShaderCache::SetShader()
{
VertexShaderUid uid = GetVertexShaderUid(API_D3D);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code = GenerateVertexShaderCode(API_D3D);
vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
}
VertexShaderUid uid = GetVertexShaderUid();
if (last_entry)
{
@ -227,7 +217,7 @@ bool VertexShaderCache::SetShader()
return (entry.shader != nullptr);
}
ShaderCode code = GenerateVertexShaderCode(API_D3D);
ShaderCode code = GenerateVertexShaderCode(API_D3D, uid.GetUidData());
D3DBlob* pbytecode = nullptr;
D3D::CompileVertexShader(code.GetBuffer(), &pbytecode);
@ -242,11 +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;
}

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@ -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)
{
@ -58,8 +56,6 @@ private:
static VSCache vshaders;
static const VSCacheEntry* last_entry;
static VertexShaderUid last_uid;
static UidChecker<VertexShaderUid, ShaderCode> vertex_uid_checker;
};
} // namespace DX11

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@ -30,22 +30,10 @@ 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;
static UidChecker<GeometryShaderUid, ShaderCode> s_geometry_uid_checker;
static UidChecker<PixelShaderUid, ShaderCode> s_pixel_uid_checker;
static UidChecker<VertexShaderUid, ShaderCode> s_vertex_uid_checker;
static D3D12_SHADER_BYTECODE s_last_geometry_shader_bytecode;
static D3D12_SHADER_BYTECODE s_last_pixel_shader_bytecode;
static D3D12_SHADER_BYTECODE s_last_vertex_shader_bytecode;
@ -104,10 +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()));
@ -145,26 +129,15 @@ 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();
}
s_geometry_uid_checker.Invalidate();
s_pixel_uid_checker.Invalidate();
s_vertex_uid_checker.Invalidate();
}
void ShaderCache::LoadAndSetActiveShaders(DSTALPHA_MODE ps_dst_alpha_mode, u32 gs_primitive_type)
{
SetCurrentPrimitiveTopology(gs_primitive_type);
GeometryShaderUid gs_uid = GetGeometryShaderUid(gs_primitive_type, API_D3D);
PixelShaderUid ps_uid = GetPixelShaderUid(ps_dst_alpha_mode, API_D3D);
VertexShaderUid vs_uid = GetVertexShaderUid(API_D3D);
GeometryShaderUid gs_uid = GetGeometryShaderUid(gs_primitive_type);
PixelShaderUid ps_uid = GetPixelShaderUid(ps_dst_alpha_mode);
VertexShaderUid vs_uid = GetVertexShaderUid();
bool gs_changed = gs_uid != s_last_geometry_shader_uid;
bool ps_changed = ps_uid != s_last_pixel_shader_uid;
@ -217,12 +190,6 @@ void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_t
{
s_last_geometry_shader_uid = gs_uid;
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code = GenerateGeometryShaderCode(gs_primitive_type, API_D3D);
s_geometry_uid_checker.AddToIndexAndCheck(code, gs_uid, "Geometry", "g");
}
if (gs_uid.GetUidData()->IsPassthrough())
{
s_last_geometry_shader_bytecode = {};
@ -236,7 +203,7 @@ void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_t
}
else
{
ShaderCode gs_code = GenerateGeometryShaderCode(gs_primitive_type, API_D3D);
ShaderCode gs_code = GenerateGeometryShaderCode(API_D3D, gs_uid.GetUidData());
ID3DBlob* gs_bytecode = nullptr;
if (!D3D::CompileGeometryShader(gs_code.GetBuffer(), &gs_bytecode))
@ -248,11 +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();
}
}
}
@ -260,12 +222,6 @@ void ShaderCache::HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_
{
s_last_pixel_shader_uid = ps_uid;
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code = GeneratePixelShaderCode(ps_dst_alpha_mode, API_D3D);
s_pixel_uid_checker.AddToIndexAndCheck(code, ps_uid, "Pixel", "p");
}
auto ps_iterator = s_ps_bytecode_cache.find(ps_uid);
if (ps_iterator != s_ps_bytecode_cache.end())
{
@ -274,7 +230,7 @@ void ShaderCache::HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_
}
else
{
ShaderCode ps_code = GeneratePixelShaderCode(ps_dst_alpha_mode, API_D3D);
ShaderCode ps_code = GeneratePixelShaderCode(ps_dst_alpha_mode, API_D3D, ps_uid.GetUidData());
ID3DBlob* ps_bytecode = nullptr;
if (!D3D::CompilePixelShader(ps_code.GetBuffer(), &ps_bytecode))
@ -289,11 +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();
}
}
}
@ -301,12 +252,6 @@ void ShaderCache::HandleVSUIDChange(VertexShaderUid vs_uid)
{
s_last_vertex_shader_uid = vs_uid;
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code = GenerateVertexShaderCode(API_D3D);
s_vertex_uid_checker.AddToIndexAndCheck(code, vs_uid, "Vertex", "v");
}
auto vs_iterator = s_vs_bytecode_cache.find(vs_uid);
if (vs_iterator != s_vs_bytecode_cache.end())
{
@ -315,7 +260,7 @@ void ShaderCache::HandleVSUIDChange(VertexShaderUid vs_uid)
}
else
{
ShaderCode vs_code = GenerateVertexShaderCode(API_D3D);
ShaderCode vs_code = GenerateVertexShaderCode(API_D3D, vs_uid.GetUidData());
ID3DBlob* vs_bytecode = nullptr;
if (!D3D::CompileVertexShader(vs_code.GetBuffer(), &vs_bytecode))
@ -330,11 +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();
}
}
}

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@ -59,7 +59,7 @@ bool ShaderCache<Uid>::SetShader(DSTALPHA_MODE dst_alpha_mode, u32 primitive_typ
}
// Need to compile a new shader
ShaderCode code = GenerateCode(dst_alpha_mode, primitive_type, API_OPENGL);
ShaderCode code = GenerateCode(dst_alpha_mode, API_OPENGL, uid);
m_shaders.emplace(uid, code.GetBuffer());
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);

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@ -26,14 +26,12 @@ public:
protected:
virtual Uid GetUid(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type, API_TYPE api_type) = 0;
virtual ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type,
API_TYPE api_type) = 0;
virtual ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, API_TYPE api_type, Uid uid) = 0;
private:
std::map<Uid, std::string> m_shaders;
const std::string* m_last_entry = nullptr;
Uid m_last_uid;
UidChecker<Uid, ShaderCode> m_uid_checker;
};
class VertexShaderCache : public ShaderCache<VertexShaderUid>
@ -45,12 +43,12 @@ protected:
VertexShaderUid GetUid(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type,
API_TYPE api_type) override
{
return GetVertexShaderUid(api_type);
return GetVertexShaderUid();
}
ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type,
API_TYPE api_type) override
ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, API_TYPE api_type,
VertexShaderUid uid) override
{
return GenerateVertexShaderCode(api_type);
return GenerateVertexShaderCode(api_type, uid.GetUidData());
}
};
@ -63,12 +61,12 @@ protected:
GeometryShaderUid GetUid(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type,
API_TYPE api_type) override
{
return GetGeometryShaderUid(primitive_type, api_type);
return GetGeometryShaderUid(primitive_type);
}
ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type,
API_TYPE api_type) override
ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, API_TYPE api_type,
GeometryShaderUid uid) override
{
return GenerateGeometryShaderCode(primitive_type, api_type);
return GenerateGeometryShaderCode(api_type, uid.GetUidData());
}
};
@ -81,12 +79,12 @@ protected:
PixelShaderUid GetUid(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type,
API_TYPE api_type) override
{
return GetPixelShaderUid(dst_alpha_mode, api_type);
return GetPixelShaderUid(dst_alpha_mode);
}
ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type,
API_TYPE api_type) override
ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, API_TYPE api_type,
PixelShaderUid uid) override
{
return GeneratePixelShaderCode(dst_alpha_mode, api_type);
return GeneratePixelShaderCode(dst_alpha_mode, api_type, uid.GetUidData());
}
};

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@ -36,9 +36,6 @@ static GLuint CurrentProgram = 0;
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
SHADERUID ProgramShaderCache::last_uid;
UidChecker<PixelShaderUid, ShaderCode> ProgramShaderCache::pixel_uid_checker;
UidChecker<VertexShaderUid, ShaderCode> ProgramShaderCache::vertex_uid_checker;
UidChecker<GeometryShaderUid, ShaderCode> ProgramShaderCache::geometry_uid_checker;
static std::string s_glsl_header = "";
@ -209,19 +206,12 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 primitive_
last_entry = &newentry;
newentry.in_cache = 0;
ShaderCode vcode = GenerateVertexShaderCode(API_OPENGL);
ShaderCode pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL);
ShaderCode vcode = GenerateVertexShaderCode(API_OPENGL, uid.vuid.GetUidData());
ShaderCode pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, uid.puid.GetUidData());
ShaderCode gcode;
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
!uid.guid.GetUidData()->IsPassthrough())
gcode = GenerateGeometryShaderCode(primitive_type, API_OPENGL);
if (g_ActiveConfig.bEnableShaderDebugging)
{
newentry.shader.strvprog = vcode.GetBuffer();
newentry.shader.strpprog = pcode.GetBuffer();
newentry.shader.strgprog = gcode.GetBuffer();
}
gcode = GenerateGeometryShaderCode(API_OPENGL, uid.guid.GetUidData());
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
@ -397,21 +387,9 @@ GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const std::string& c
void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 primitive_type)
{
uid->puid = GetPixelShaderUid(dstAlphaMode, API_OPENGL);
uid->vuid = GetVertexShaderUid(API_OPENGL);
uid->guid = GetGeometryShaderUid(primitive_type, API_OPENGL);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL);
pixel_uid_checker.AddToIndexAndCheck(pcode, uid->puid, "Pixel", "p");
ShaderCode vcode = GenerateVertexShaderCode(API_OPENGL);
vertex_uid_checker.AddToIndexAndCheck(vcode, uid->vuid, "Vertex", "v");
ShaderCode gcode = GenerateGeometryShaderCode(primitive_type, API_OPENGL);
geometry_uid_checker.AddToIndexAndCheck(gcode, uid->guid, "Geometry", "g");
}
uid->puid = GetPixelShaderUid(dstAlphaMode);
uid->vuid = GetVertexShaderUid();
uid->guid = GetGeometryShaderUid(primitive_type);
}
ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram()
@ -436,7 +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);
@ -470,7 +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)
{
@ -516,9 +494,6 @@ void ProgramShaderCache::Shutdown()
}
pshaders.clear();
pixel_uid_checker.Invalidate();
vertex_uid_checker.Invalidate();
s_buffer.reset();
}

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@ -88,10 +88,6 @@ private:
static PCacheEntry* last_entry;
static SHADERUID last_uid;
static UidChecker<PixelShaderUid, ShaderCode> pixel_uid_checker;
static UidChecker<VertexShaderUid, ShaderCode> vertex_uid_checker;
static UidChecker<GeometryShaderUid, ShaderCode> geometry_uid_checker;
static u32 s_ubo_buffer_size;
static s32 s_ubo_align;
};