mirror of https://github.com/PCSX2/pcsx2.git
Common: Add GL/ShaderCache
This commit is contained in:
parent
efb93d22d9
commit
69ff12645c
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@ -20,6 +20,7 @@ target_sources(common PRIVATE
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FastJmp.cpp
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GL/Context.cpp
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GL/Program.cpp
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GL/ShaderCache.cpp
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GL/StreamBuffer.cpp
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FileSystem.cpp
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IniInterface.cpp
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@ -78,6 +79,7 @@ target_sources(common PRIVATE
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General.h
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GL/Context.h
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GL/Program.h
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GL/ShaderCache.h
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GL/StreamBuffer.h
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HashCombine.h
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MemcpyFast.h
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@ -0,0 +1,402 @@
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/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2021 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "common/GL/ShaderCache.h"
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#include "common/FileSystem.h"
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#include "common/Console.h"
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#include "common/MD5Digest.h"
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#include "common/StringUtil.h"
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namespace GL
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{
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#pragma pack(push, 1)
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struct CacheIndexEntry
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{
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u64 vertex_source_hash_low;
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u64 vertex_source_hash_high;
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u32 vertex_source_length;
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u64 geometry_source_hash_low;
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u64 geometry_source_hash_high;
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u32 geometry_source_length;
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u64 fragment_source_hash_low;
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u64 fragment_source_hash_high;
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u32 fragment_source_length;
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u32 file_offset;
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u32 blob_size;
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u32 blob_format;
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};
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#pragma pack(pop)
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ShaderCache::ShaderCache() = default;
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ShaderCache::~ShaderCache()
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{
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Close();
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}
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bool ShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const
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{
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return (
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vertex_source_hash_low == key.vertex_source_hash_low && vertex_source_hash_high == key.vertex_source_hash_high &&
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vertex_source_length == key.vertex_source_length && geometry_source_hash_low == key.geometry_source_hash_low &&
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geometry_source_hash_high == key.geometry_source_hash_high &&
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geometry_source_length == key.geometry_source_length && fragment_source_hash_low == key.fragment_source_hash_low &&
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fragment_source_hash_high == key.fragment_source_hash_high && fragment_source_length == key.fragment_source_length);
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}
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bool ShaderCache::CacheIndexKey::operator!=(const CacheIndexKey& key) const
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{
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return (
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vertex_source_hash_low != key.vertex_source_hash_low || vertex_source_hash_high != key.vertex_source_hash_high ||
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vertex_source_length != key.vertex_source_length || geometry_source_hash_low != key.geometry_source_hash_low ||
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geometry_source_hash_high != key.geometry_source_hash_high ||
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geometry_source_length != key.geometry_source_length || fragment_source_hash_low != key.fragment_source_hash_low ||
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fragment_source_hash_high != key.fragment_source_hash_high || fragment_source_length != key.fragment_source_length);
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}
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bool ShaderCache::Open(bool is_gles, std::string_view base_path, u32 version)
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{
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m_base_path = base_path;
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m_version = version;
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m_program_binary_supported = is_gles || GLAD_GL_ARB_get_program_binary;
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if (m_program_binary_supported)
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{
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// check that there's at least one format and the extension isn't being "faked"
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GLint num_formats = 0;
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glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &num_formats);
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Console.WriteLn("%u program binary formats supported by driver", num_formats);
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m_program_binary_supported = (num_formats > 0);
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}
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if (!m_program_binary_supported)
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{
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Console.Warning("Your GL driver does not support program binaries. Hopefully it has a built-in cache.");
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return true;
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}
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if (!base_path.empty())
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{
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const std::string index_filename = GetIndexFileName();
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const std::string blob_filename = GetBlobFileName();
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if (ReadExisting(index_filename, blob_filename))
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return true;
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return CreateNew(index_filename, blob_filename);
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}
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return true;
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}
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bool ShaderCache::CreateNew(const std::string& index_filename, const std::string& blob_filename)
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{
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if (FileSystem::FileExists(index_filename.c_str()))
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{
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Console.Warning("Removing existing index file '%s'", index_filename.c_str());
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FileSystem::DeleteFilePath(index_filename.c_str());
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}
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if (FileSystem::FileExists(blob_filename.c_str()))
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{
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Console.Warning("Removing existing blob file '%s'", blob_filename.c_str());
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FileSystem::DeleteFilePath(blob_filename.c_str());
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}
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m_index_file = FileSystem::OpenCFile(index_filename.c_str(), "wb");
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if (!m_index_file)
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{
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Console.Error("Failed to open index file '%s' for writing", index_filename.c_str());
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return false;
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}
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const u32 index_version = FILE_VERSION;
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if (std::fwrite(&index_version, sizeof(index_version), 1, m_index_file) != 1 ||
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std::fwrite(&m_version, sizeof(m_version), 1, m_index_file) != 1)
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{
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Console.Error("Failed to write version to index file '%s'", index_filename.c_str());
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std::fclose(m_index_file);
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m_index_file = nullptr;
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FileSystem::DeleteFilePath(index_filename.c_str());
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return false;
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}
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m_blob_file = FileSystem::OpenCFile(blob_filename.c_str(), "w+b");
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if (!m_blob_file)
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{
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Console.Error("Failed to open blob file '%s' for writing", blob_filename.c_str());
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std::fclose(m_index_file);
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m_index_file = nullptr;
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FileSystem::DeleteFilePath(index_filename.c_str());
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return false;
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}
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return true;
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}
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bool ShaderCache::ReadExisting(const std::string& index_filename, const std::string& blob_filename)
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{
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m_index_file = FileSystem::OpenCFile(index_filename.c_str(), "r+b");
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if (!m_index_file)
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{
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// special case here: when there's a sharing violation (i.e. two instances running),
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// we don't want to blow away the cache. so just continue without a cache.
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if (errno == EACCES)
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{
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Console.WriteLn("Failed to open shader cache index with EACCES, are you running two instances?");
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return true;
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}
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return false;
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}
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u32 file_version = 0;
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u32 data_version = 0;
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if (std::fread(&file_version, sizeof(file_version), 1, m_index_file) != 1 || file_version != FILE_VERSION ||
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std::fread(&data_version, sizeof(data_version), 1, m_index_file) != 1 || data_version != m_version)
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{
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Console.Error("Bad file/data version in '%s'", index_filename.c_str());
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std::fclose(m_index_file);
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m_index_file = nullptr;
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return false;
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}
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m_blob_file = FileSystem::OpenCFile(blob_filename.c_str(), "a+b");
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if (!m_blob_file)
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{
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Console.Error("Blob file '%s' is missing", blob_filename.c_str());
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std::fclose(m_index_file);
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m_index_file = nullptr;
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return false;
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}
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std::fseek(m_blob_file, 0, SEEK_END);
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const u32 blob_file_size = static_cast<u32>(std::ftell(m_blob_file));
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for (;;)
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{
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CacheIndexEntry entry;
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if (std::fread(&entry, sizeof(entry), 1, m_index_file) != 1 ||
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(entry.file_offset + entry.blob_size) > blob_file_size)
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{
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if (std::feof(m_index_file))
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break;
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Console.Error("Failed to read entry from '%s', corrupt file?", index_filename.c_str());
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m_index.clear();
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std::fclose(m_blob_file);
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m_blob_file = nullptr;
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std::fclose(m_index_file);
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m_index_file = nullptr;
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return false;
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}
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const CacheIndexKey key{
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entry.vertex_source_hash_low, entry.vertex_source_hash_high, entry.vertex_source_length,
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entry.geometry_source_hash_low, entry.geometry_source_hash_high, entry.geometry_source_length,
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entry.fragment_source_hash_low, entry.fragment_source_hash_high, entry.fragment_source_length};
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const CacheIndexData data{entry.file_offset, entry.blob_size, entry.blob_format};
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m_index.emplace(key, data);
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}
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Console.WriteLn("Read %zu entries from '%s'", m_index.size(), index_filename.c_str());
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return true;
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}
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void ShaderCache::Close()
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{
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m_index.clear();
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if (m_index_file)
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std::fclose(m_index_file);
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if (m_blob_file)
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std::fclose(m_blob_file);
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}
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bool ShaderCache::Recreate()
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{
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Close();
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const std::string index_filename = GetIndexFileName();
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const std::string blob_filename = GetBlobFileName();
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return CreateNew(index_filename, blob_filename);
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}
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ShaderCache::CacheIndexKey ShaderCache::GetCacheKey(const std::string_view& vertex_shader,
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const std::string_view& geometry_shader,
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const std::string_view& fragment_shader)
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{
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union ShaderHash
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{
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struct
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{
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u64 low;
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u64 high;
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};
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u8 bytes[16];
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};
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ShaderHash vertex_hash = {};
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ShaderHash geometry_hash = {};
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ShaderHash fragment_hash = {};
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MD5Digest digest;
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if (!vertex_shader.empty())
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{
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digest.Update(vertex_shader.data(), static_cast<u32>(vertex_shader.length()));
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digest.Final(vertex_hash.bytes);
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}
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if (!geometry_shader.empty())
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{
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digest.Reset();
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digest.Update(geometry_shader.data(), static_cast<u32>(geometry_shader.length()));
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digest.Final(geometry_hash.bytes);
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}
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if (!fragment_shader.empty())
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{
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digest.Reset();
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digest.Update(fragment_shader.data(), static_cast<u32>(fragment_shader.length()));
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digest.Final(fragment_hash.bytes);
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}
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return CacheIndexKey{vertex_hash.low, vertex_hash.high, static_cast<u32>(vertex_shader.length()),
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geometry_hash.low, geometry_hash.high, static_cast<u32>(geometry_shader.length()),
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fragment_hash.low, fragment_hash.high, static_cast<u32>(fragment_shader.length())};
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}
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std::string ShaderCache::GetIndexFileName() const
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{
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return StringUtil::StdStringFromFormat("%s/gl_programs.idx", m_base_path.c_str());
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}
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std::string ShaderCache::GetBlobFileName() const
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{
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return StringUtil::StdStringFromFormat("%s/gl_programs.bin", m_base_path.c_str());
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}
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std::optional<Program> ShaderCache::GetProgram(const std::string_view vertex_shader,
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const std::string_view geometry_shader,
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const std::string_view fragment_shader, const PreLinkCallback& callback)
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{
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if (!m_program_binary_supported || !m_blob_file)
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return CompileProgram(vertex_shader, geometry_shader, fragment_shader, callback, false);
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const auto key = GetCacheKey(vertex_shader, geometry_shader, fragment_shader);
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auto iter = m_index.find(key);
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if (iter == m_index.end())
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return CompileAndAddProgram(key, vertex_shader, geometry_shader, fragment_shader, callback);
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std::vector<u8> data(iter->second.blob_size);
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if (std::fseek(m_blob_file, iter->second.file_offset, SEEK_SET) != 0 ||
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std::fread(data.data(), 1, iter->second.blob_size, m_blob_file) != iter->second.blob_size)
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{
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Console.Error("Read blob from file failed");
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return {};
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}
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Program prog;
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if (prog.CreateFromBinary(data.data(), static_cast<u32>(data.size()), iter->second.blob_format))
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return std::optional<Program>(std::move(prog));
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Console.Warning(
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"Failed to create program from binary, this may be due to a driver or GPU Change. Recreating cache.");
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if (!Recreate())
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return CompileProgram(vertex_shader, geometry_shader, fragment_shader, callback, false);
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else
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return CompileAndAddProgram(key, vertex_shader, geometry_shader, fragment_shader, callback);
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}
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bool ShaderCache::GetProgram(Program* out_program, const std::string_view vertex_shader,
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const std::string_view geometry_shader, const std::string_view fragment_shader,
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const PreLinkCallback& callback /* = */)
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{
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auto prog = GetProgram(vertex_shader, geometry_shader, fragment_shader, callback);
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if (!prog)
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return false;
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*out_program = std::move(*prog);
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return true;
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}
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std::optional<Program> ShaderCache::CompileProgram(const std::string_view& vertex_shader,
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const std::string_view& geometry_shader,
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const std::string_view& fragment_shader,
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const PreLinkCallback& callback, bool set_retrievable)
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{
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Program prog;
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if (!prog.Compile(vertex_shader, geometry_shader, fragment_shader))
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return std::nullopt;
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if (callback)
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callback(prog);
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if (set_retrievable)
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prog.SetBinaryRetrievableHint();
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if (!prog.Link())
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return std::nullopt;
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return std::optional<Program>(std::move(prog));
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}
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std::optional<Program> ShaderCache::CompileAndAddProgram(const CacheIndexKey& key,
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const std::string_view& vertex_shader,
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const std::string_view& geometry_shader,
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const std::string_view& fragment_shader,
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const PreLinkCallback& callback)
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{
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std::optional<Program> prog = CompileProgram(vertex_shader, geometry_shader, fragment_shader, callback, true);
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if (!prog)
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return std::nullopt;
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std::vector<u8> prog_data;
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u32 prog_format = 0;
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if (!prog->GetBinary(&prog_data, &prog_format))
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return std::nullopt;
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if (!m_blob_file || std::fseek(m_blob_file, 0, SEEK_END) != 0)
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return prog;
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CacheIndexData data;
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data.file_offset = static_cast<u32>(std::ftell(m_blob_file));
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data.blob_size = static_cast<u32>(prog_data.size());
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data.blob_format = prog_format;
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CacheIndexEntry entry = {};
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entry.vertex_source_hash_low = key.vertex_source_hash_low;
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entry.vertex_source_hash_high = key.vertex_source_hash_high;
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entry.vertex_source_length = key.vertex_source_length;
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entry.geometry_source_hash_low = key.geometry_source_hash_low;
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entry.geometry_source_hash_high = key.geometry_source_hash_high;
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entry.geometry_source_length = key.geometry_source_length;
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entry.fragment_source_hash_low = key.fragment_source_hash_low;
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entry.fragment_source_hash_high = key.fragment_source_hash_high;
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entry.fragment_source_length = key.fragment_source_length;
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entry.file_offset = data.file_offset;
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entry.blob_size = data.blob_size;
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entry.blob_format = data.blob_format;
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if (std::fwrite(prog_data.data(), 1, entry.blob_size, m_blob_file) != entry.blob_size ||
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std::fflush(m_blob_file) != 0 || std::fwrite(&entry, sizeof(entry), 1, m_index_file) != 1 ||
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std::fflush(m_index_file) != 0)
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{
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Console.Error("Failed to write shader blob to file");
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return prog;
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}
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m_index.emplace(key, data);
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return prog;
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}
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} // namespace GL
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@ -0,0 +1,112 @@
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/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2021 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "common/Pcsx2Defs.h"
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#include "common/HashCombine.h"
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#include "common/GL/Program.h"
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#include <cstdio>
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#include <functional>
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#include <optional>
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#include <string>
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#include <string_view>
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#include <unordered_map>
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#include <vector>
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|
||||
namespace GL
|
||||
{
|
||||
class ShaderCache
|
||||
{
|
||||
public:
|
||||
using PreLinkCallback = std::function<void(Program&)>;
|
||||
|
||||
ShaderCache();
|
||||
~ShaderCache();
|
||||
|
||||
bool Open(bool is_gles, std::string_view base_path, u32 version);
|
||||
|
||||
std::optional<Program> GetProgram(const std::string_view vertex_shader, const std::string_view geometry_shader,
|
||||
const std::string_view fragment_shader, const PreLinkCallback& callback = {});
|
||||
bool GetProgram(Program* out_program, const std::string_view vertex_shader, const std::string_view geometry_shader,
|
||||
const std::string_view fragment_shader, const PreLinkCallback& callback = {});
|
||||
|
||||
private:
|
||||
static constexpr u32 FILE_VERSION = 1;
|
||||
|
||||
struct CacheIndexKey
|
||||
{
|
||||
u64 vertex_source_hash_low;
|
||||
u64 vertex_source_hash_high;
|
||||
u32 vertex_source_length;
|
||||
u64 geometry_source_hash_low;
|
||||
u64 geometry_source_hash_high;
|
||||
u32 geometry_source_length;
|
||||
u64 fragment_source_hash_low;
|
||||
u64 fragment_source_hash_high;
|
||||
u32 fragment_source_length;
|
||||
|
||||
bool operator==(const CacheIndexKey& key) const;
|
||||
bool operator!=(const CacheIndexKey& key) const;
|
||||
};
|
||||
|
||||
struct CacheIndexEntryHasher
|
||||
{
|
||||
std::size_t operator()(const CacheIndexKey& e) const noexcept
|
||||
{
|
||||
std::size_t h = 0;
|
||||
HashCombine(h,
|
||||
e.vertex_source_hash_low, e.vertex_source_hash_high, e.vertex_source_length,
|
||||
e.geometry_source_hash_low, e.geometry_source_hash_high, e.geometry_source_length,
|
||||
e.fragment_source_hash_low, e.fragment_source_hash_high, e.fragment_source_length);
|
||||
return h;
|
||||
}
|
||||
};
|
||||
|
||||
struct CacheIndexData
|
||||
{
|
||||
u32 file_offset;
|
||||
u32 blob_size;
|
||||
u32 blob_format;
|
||||
};
|
||||
|
||||
using CacheIndex = std::unordered_map<CacheIndexKey, CacheIndexData, CacheIndexEntryHasher>;
|
||||
|
||||
static CacheIndexKey GetCacheKey(const std::string_view& vertex_shader, const std::string_view& geometry_shader,
|
||||
const std::string_view& fragment_shader);
|
||||
|
||||
std::string GetIndexFileName() const;
|
||||
std::string GetBlobFileName() const;
|
||||
|
||||
bool CreateNew(const std::string& index_filename, const std::string& blob_filename);
|
||||
bool ReadExisting(const std::string& index_filename, const std::string& blob_filename);
|
||||
void Close();
|
||||
bool Recreate();
|
||||
|
||||
std::optional<Program> CompileProgram(const std::string_view& vertex_shader, const std::string_view& geometry_shader,
|
||||
const std::string_view& fragment_shader, const PreLinkCallback& callback,
|
||||
bool set_retrievable);
|
||||
std::optional<Program> CompileAndAddProgram(const CacheIndexKey& key, const std::string_view& vertex_shader,
|
||||
const std::string_view& geometry_shader,
|
||||
const std::string_view& fragment_shader, const PreLinkCallback& callback);
|
||||
|
||||
std::string m_base_path;
|
||||
std::FILE* m_index_file = nullptr;
|
||||
std::FILE* m_blob_file = nullptr;
|
||||
|
||||
CacheIndex m_index;
|
||||
u32 m_version = 0;
|
||||
bool m_program_binary_supported = false;
|
||||
};
|
||||
} // namespace GL
|
|
@ -52,6 +52,7 @@
|
|||
<ClCompile Include="GL\Context.cpp" />
|
||||
<ClCompile Include="GL\ContextWGL.cpp" />
|
||||
<ClCompile Include="GL\Program.cpp" />
|
||||
<ClCompile Include="GL\ShaderCache.cpp" />
|
||||
<ClCompile Include="GL\StreamBuffer.cpp" />
|
||||
<ClCompile Include="FileSystem.cpp" />
|
||||
<ClCompile Include="IniInterface.cpp" />
|
||||
|
@ -113,6 +114,7 @@
|
|||
<ClInclude Include="GL\Context.h" />
|
||||
<ClInclude Include="GL\ContextWGL.h" />
|
||||
<ClInclude Include="GL\Program.h" />
|
||||
<ClInclude Include="GL\ShaderCache.h" />
|
||||
<ClInclude Include="GL\StreamBuffer.h" />
|
||||
<ClInclude Include="FileSystem.h" />
|
||||
<ClInclude Include="HashCombine.h" />
|
||||
|
|
|
@ -148,6 +148,9 @@
|
|||
<ClCompile Include="GL\Program.cpp">
|
||||
<Filter>Source Files\GL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="GL\ShaderCache.cpp">
|
||||
<Filter>Source Files\GL</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="AlignedMalloc.h">
|
||||
|
@ -345,6 +348,9 @@
|
|||
<ClInclude Include="GL\Program.h">
|
||||
<Filter>Header Files\GL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GL\ShaderCache.h">
|
||||
<Filter>Header Files\GL</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Filter Include="Source Files">
|
||||
|
|
Loading…
Reference in New Issue