Caching index buffers.
This commit is contained in:
parent
19c48c7a90
commit
2d173ea62b
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2014 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include <xenia/gpu/buffer.h>
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#include <xenia/gpu/xenos/ucode_disassembler.h>
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using namespace xe;
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using namespace xe::gpu;
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using namespace xe::gpu::xenos;
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Buffer::Buffer(
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const uint8_t* src_ptr, size_t length) :
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src_(src_ptr), length_(length) {
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}
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Buffer::~Buffer() {
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}
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IndexBuffer::IndexBuffer(const IndexBufferInfo& info,
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const uint8_t* src_ptr, size_t length)
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: Buffer(src_ptr, length),
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info_(info) {
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}
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IndexBuffer::~IndexBuffer() {}
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VertexBuffer::VertexBuffer(const uint8_t* src_ptr, size_t length)
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: Buffer(src_ptr, length) {
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}
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VertexBuffer::~VertexBuffer() {}
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2014 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_BUFFER_H_
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#define XENIA_GPU_BUFFER_H_
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#include <xenia/core.h>
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#include <xenia/gpu/xenos/ucode.h>
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#include <xenia/gpu/xenos/xenos.h>
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namespace xe {
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namespace gpu {
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class Buffer {
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public:
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Buffer(const uint8_t* src_ptr, size_t length);
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virtual ~Buffer();
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const uint8_t* src() const { return src_; }
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size_t length() const { return length_; }
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uint64_t hash() const { return hash_; }
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virtual bool FetchNew(uint64_t hash) = 0;
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virtual bool FetchDirty(uint64_t hash) = 0;
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protected:
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const uint8_t* src_;
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size_t length_;
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uint64_t hash_;
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};
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struct IndexBufferInfo {
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bool index_32bit;
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uint32_t index_count;
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uint32_t index_size;
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uint32_t endianness;
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};
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class IndexBuffer : public Buffer {
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public:
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IndexBuffer(const IndexBufferInfo& info,
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const uint8_t* src_ptr, size_t length);
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virtual ~IndexBuffer();
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protected:
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IndexBufferInfo info_;
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};
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class VertexBuffer : public Buffer {
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public:
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VertexBuffer(const uint8_t* src_ptr, size_t length);
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virtual ~VertexBuffer();
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};
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_BUFFER_H_
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2014 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include <xenia/gpu/buffer_cache.h>
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#include <xenia/gpu/buffer.h>
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using namespace std;
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using namespace xe;
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using namespace xe::gpu;
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using namespace xe::gpu::xenos;
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BufferCache::BufferCache() {
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}
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BufferCache::~BufferCache() {
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Clear();
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}
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IndexBuffer* BufferCache::FetchIndexBuffer(
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const IndexBufferInfo& info,
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const uint8_t* src_ptr, size_t length) {
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size_t key = hash_combine(info.endianness, info.index_32bit, info.index_count, info.index_size);
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size_t hash = xe_hash64(src_ptr, length);
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auto it = index_buffer_map_.find(key);
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if (it != index_buffer_map_.end()) {
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if (hash == it->second->hash()) {
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return it->second;
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} else {
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return it->second->FetchDirty(hash) ? it->second : nullptr;
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}
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} else {
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auto buffer = CreateIndexBuffer(info, src_ptr, length);
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index_buffer_map_.insert({ key, buffer });
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if (!buffer->FetchNew(hash)) {
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return nullptr;
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}
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return buffer;
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}
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}
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void BufferCache::Clear() {
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for (auto it = index_buffer_map_.begin();
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it != index_buffer_map_.end(); ++it) {
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auto buffer = it->second;
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delete buffer;
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}
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index_buffer_map_.clear();
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}
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@ -0,0 +1,47 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2014 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_BUFFER_CACHE_H_
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#define XENIA_GPU_BUFFER_CACHE_H_
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#include <xenia/core.h>
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#include <xenia/gpu/buffer.h>
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#include <xenia/gpu/xenos/xenos.h>
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namespace xe {
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namespace gpu {
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class BufferCache {
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public:
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BufferCache();
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virtual ~BufferCache();
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IndexBuffer* FetchIndexBuffer(
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const IndexBufferInfo& info,
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const uint8_t* src_ptr, size_t length);
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void Clear();
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protected:
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virtual IndexBuffer* CreateIndexBuffer(
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const IndexBufferInfo& info,
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const uint8_t* src_ptr, size_t length) = 0;
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private:
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std::unordered_map<uint64_t, IndexBuffer*> index_buffer_map_;
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};
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_BUFFER_CACHE_H_
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@ -0,0 +1,79 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2014 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include <xenia/gpu/d3d11/d3d11_buffer.h>
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#include <xenia/gpu/gpu-private.h>
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#include <xenia/gpu/d3d11/d3d11_buffer_cache.h>
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using namespace xe;
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using namespace xe::gpu;
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using namespace xe::gpu::d3d11;
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using namespace xe::gpu::xenos;
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D3D11IndexBuffer::D3D11IndexBuffer(
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D3D11BufferCache* buffer_cache,
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const IndexBufferInfo& info,
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const uint8_t* src_ptr, size_t length)
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: IndexBuffer(info, src_ptr, length),
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buffer_cache_(buffer_cache),
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handle_(nullptr) {
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}
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D3D11IndexBuffer::~D3D11IndexBuffer() {
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XESAFERELEASE(handle_);
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}
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bool D3D11IndexBuffer::FetchNew(uint64_t hash) {
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hash_ = hash;
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D3D11_BUFFER_DESC buffer_desc;
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xe_zero_struct(&buffer_desc, sizeof(buffer_desc));
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buffer_desc.ByteWidth = info_.index_size;
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buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
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buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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HRESULT hr = buffer_cache_->device()->CreateBuffer(&buffer_desc, NULL, &handle_);
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if (FAILED(hr)) {
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XELOGW("D3D11: failed to create index buffer");
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return false;
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}
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return FetchDirty(hash);
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}
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bool D3D11IndexBuffer::FetchDirty(uint64_t hash) {
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hash_ = hash;
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// All that's done so far:
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XEASSERT(info_.endianness == 0x2);
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D3D11_MAPPED_SUBRESOURCE res;
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buffer_cache_->context()->Map(handle_, 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
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if (info_.index_32bit) {
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const uint32_t* src = reinterpret_cast<const uint32_t*>(src_);
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uint32_t* dest = reinterpret_cast<uint32_t*>(res.pData);
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for (uint32_t n = 0; n < info_.index_count; n++) {
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uint32_t d = { XESWAP32(src[n]) };
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dest[n] = d;
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}
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} else {
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const uint16_t* src = reinterpret_cast<const uint16_t*>(src_);
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uint16_t* dest = reinterpret_cast<uint16_t*>(res.pData);
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for (uint32_t n = 0; n < info_.index_count; n++) {
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uint16_t d = XESWAP16(src[n]);
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dest[n] = d;
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}
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}
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buffer_cache_->context()->Unmap(handle_, 0);
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return true;
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}
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@ -0,0 +1,57 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2014 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_D3D11_D3D11_BUFFER_H_
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#define XENIA_GPU_D3D11_D3D11_BUFFER_H_
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#include <xenia/core.h>
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#include <xenia/gpu/buffer.h>
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#include <xenia/gpu/xenos/xenos.h>
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#include <d3d11.h>
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namespace xe {
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namespace gpu {
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namespace d3d11 {
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class D3D11BufferCache;
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class D3D11IndexBuffer : public IndexBuffer {
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public:
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D3D11IndexBuffer(D3D11BufferCache* buffer_cache,
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const IndexBufferInfo& info,
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const uint8_t* src_ptr, size_t length);
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virtual ~D3D11IndexBuffer();
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ID3D11Buffer* handle() const { return handle_; }
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bool FetchNew(uint64_t hash) override;
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bool FetchDirty(uint64_t hash) override;
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private:
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D3D11BufferCache* buffer_cache_;
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ID3D11Buffer* handle_;
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};
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class D3D11VertexBuffer : public VertexBuffer {
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public:
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private:
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};
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} // namespace d3d11
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_D3D11_D3D11_BUFFER_H_
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2014 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include <xenia/gpu/d3d11/d3d11_buffer_cache.h>
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#include <xenia/gpu/gpu-private.h>
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#include <xenia/gpu/d3d11/d3d11_buffer.h>
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using namespace xe;
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using namespace xe::gpu;
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using namespace xe::gpu::d3d11;
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using namespace xe::gpu::xenos;
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D3D11BufferCache::D3D11BufferCache(ID3D11DeviceContext* context,
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ID3D11Device* device)
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: context_(context), device_(device) {
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context->AddRef();
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device_->AddRef();
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}
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D3D11BufferCache::~D3D11BufferCache() {
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XESAFERELEASE(device_);
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XESAFERELEASE(context_);
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}
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IndexBuffer* D3D11BufferCache::CreateIndexBuffer(
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const IndexBufferInfo& info,
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const uint8_t* src_ptr, size_t length) {
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return new D3D11IndexBuffer(this, info, src_ptr, length);
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}
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2014 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_D3D11_D3D11_BUFFER_CACHE_H_
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#define XENIA_GPU_D3D11_D3D11_BUFFER_CACHE_H_
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#include <xenia/core.h>
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#include <xenia/gpu/buffer_cache.h>
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#include <xenia/gpu/xenos/xenos.h>
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#include <d3d11.h>
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namespace xe {
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namespace gpu {
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namespace d3d11 {
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class D3D11BufferCache : public BufferCache {
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public:
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D3D11BufferCache(ID3D11DeviceContext* context, ID3D11Device* device);
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virtual ~D3D11BufferCache();
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ID3D11DeviceContext* context() const { return context_; }
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ID3D11Device* device() const { return device_; }
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protected:
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IndexBuffer* CreateIndexBuffer(
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const IndexBufferInfo& info,
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const uint8_t* src_ptr, size_t length) override;
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protected:
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ID3D11DeviceContext* context_;
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ID3D11Device* device_;
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};
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} // namespace d3d11
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_D3D11_D3D11_BUFFER_CACHE_H_
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#include <xenia/gpu/d3d11/d3d11_graphics_driver.h>
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#include <xenia/gpu/gpu-private.h>
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#include <xenia/gpu/d3d11/d3d11_buffer.h>
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#include <xenia/gpu/d3d11/d3d11_buffer_cache.h>
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#include <xenia/gpu/d3d11/d3d11_geometry_shader.h>
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#include <xenia/gpu/d3d11/d3d11_shader.h>
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#include <xenia/gpu/d3d11/d3d11_shader_cache.h>
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device_ = device;
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device_->AddRef();
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device_->GetImmediateContext(&context_);
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buffer_cache_ = new D3D11BufferCache(context_, device_);
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shader_cache_ = new D3D11ShaderCache(device_);
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texture_cache_ = new D3D11TextureCache(memory_, context_, device_);
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XESAFERELEASE(state_.constant_buffers.gs_consts);
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XESAFERELEASE(invalid_texture_view_);
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XESAFERELEASE(invalid_texture_sampler_state_);
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delete buffer_cache_;
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delete texture_cache_;
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delete shader_cache_;
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XESAFERELEASE(context_);
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uint32_t address = index_base + address_translation_;
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// All that's done so far:
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XEASSERT(endianness == 0x2);
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ID3D11Buffer* buffer = 0;
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D3D11_BUFFER_DESC buffer_desc;
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xe_zero_struct(&buffer_desc, sizeof(buffer_desc));
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buffer_desc.ByteWidth = index_size;
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buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
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buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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device_->CreateBuffer(&buffer_desc, NULL, &buffer);
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D3D11_MAPPED_SUBRESOURCE res;
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context_->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
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if (index_32bit) {
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uint32_t* src = (uint32_t*)memory_->Translate(address);
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uint32_t* dest = (uint32_t*)res.pData;
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for (uint32_t n = 0; n < index_count; n++) {
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uint32_t d = { XESWAP32(src[n]) };
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//XELOGGPU("i%.4d %0.8X", n, d);
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dest[n] = d;
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}
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} else {
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uint16_t* src = (uint16_t*)memory_->Translate(address);
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uint16_t* dest = (uint16_t*)res.pData;
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for (uint32_t n = 0; n < index_count; n++) {
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uint16_t d = XESWAP16(src[n]);
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//XELOGGPU("i%.4d, %.4X", n, d);
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dest[n] = d;
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}
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IndexBufferInfo info;
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info.endianness = endianness;
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info.index_32bit = index_32bit;
|
||||
info.index_count = index_count;
|
||||
info.index_size = index_size;
|
||||
auto ib = static_cast<D3D11IndexBuffer*>(buffer_cache_->FetchIndexBuffer(
|
||||
info, memory_->Translate(address), index_size));
|
||||
if (!ib) {
|
||||
return 1;
|
||||
}
|
||||
context_->Unmap(buffer, 0);
|
||||
|
||||
DXGI_FORMAT format;
|
||||
format = index_32bit ? DXGI_FORMAT_R32_UINT : DXGI_FORMAT_R16_UINT;
|
||||
context_->IASetIndexBuffer(buffer, format, 0);
|
||||
|
||||
buffer->Release();
|
||||
context_->IASetIndexBuffer(ib->handle(), format, 0);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -24,6 +24,7 @@ namespace xe {
|
|||
namespace gpu {
|
||||
namespace d3d11 {
|
||||
|
||||
class D3D11BufferCache;
|
||||
class D3D11PixelShader;
|
||||
class D3D11ShaderCache;
|
||||
class D3D11TextureCache;
|
||||
|
@ -76,6 +77,7 @@ private:
|
|||
IDXGISwapChain* swap_chain_;
|
||||
ID3D11Device* device_;
|
||||
ID3D11DeviceContext* context_;
|
||||
D3D11BufferCache* buffer_cache_;
|
||||
D3D11ShaderCache* shader_cache_;
|
||||
D3D11TextureCache* texture_cache_;
|
||||
|
||||
|
|
|
@ -28,10 +28,10 @@ public:
|
|||
virtual ~D3D11ShaderCache();
|
||||
|
||||
protected:
|
||||
virtual Shader* CreateCore(
|
||||
Shader* CreateCore(
|
||||
xenos::XE_GPU_SHADER_TYPE type,
|
||||
const uint8_t* src_ptr, size_t length,
|
||||
uint64_t hash);
|
||||
uint64_t hash) override;
|
||||
|
||||
protected:
|
||||
ID3D11Device* device_;
|
||||
|
|
|
@ -1,6 +1,10 @@
|
|||
# Copyright 2013 Ben Vanik. All Rights Reserved.
|
||||
{
|
||||
'sources': [
|
||||
'd3d11_buffer.cc',
|
||||
'd3d11_buffer.h',
|
||||
'd3d11_buffer_cache.cc',
|
||||
'd3d11_buffer_cache.h',
|
||||
'd3d11_geometry_shader.cc',
|
||||
'd3d11_geometry_shader.h',
|
||||
'd3d11_gpu-private.h',
|
||||
|
|
|
@ -30,7 +30,7 @@ Shader* ShaderCache::Create(
|
|||
const uint8_t* src_ptr, size_t length) {
|
||||
uint64_t hash = Hash(src_ptr, length);
|
||||
Shader* shader = CreateCore(type, src_ptr, length, hash);
|
||||
map_.insert(pair<uint64_t, Shader*>(hash, shader));
|
||||
map_.insert({ hash, shader });
|
||||
return shader;
|
||||
}
|
||||
|
||||
|
@ -45,7 +45,7 @@ Shader* ShaderCache::Find(
|
|||
XE_GPU_SHADER_TYPE type,
|
||||
const uint8_t* src_ptr, size_t length) {
|
||||
uint64_t hash = Hash(src_ptr, length);
|
||||
unordered_map<uint64_t, Shader*>::iterator it = map_.find(hash);
|
||||
auto it = map_.find(hash);
|
||||
if (it != map_.end()) {
|
||||
return it->second;
|
||||
}
|
||||
|
@ -58,19 +58,17 @@ Shader* ShaderCache::FindOrCreate(
|
|||
SCOPE_profile_cpu_f("gpu");
|
||||
|
||||
uint64_t hash = Hash(src_ptr, length);
|
||||
unordered_map<uint64_t, Shader*>::iterator it = map_.find(hash);
|
||||
auto it = map_.find(hash);
|
||||
if (it != map_.end()) {
|
||||
return it->second;
|
||||
}
|
||||
Shader* shader = CreateCore(type, src_ptr, length, hash);
|
||||
map_.insert(pair<uint64_t, Shader*>(hash, shader));
|
||||
map_.insert({ hash, shader });
|
||||
return shader;
|
||||
}
|
||||
|
||||
void ShaderCache::Clear() {
|
||||
// TODO(benvanik): clear.
|
||||
for (unordered_map<uint64_t, Shader*>::iterator it = map_.begin();
|
||||
it != map_.end(); ++it) {
|
||||
for (auto it = map_.begin(); it != map_.end(); ++it) {
|
||||
Shader* shader = it->second;
|
||||
delete shader;
|
||||
}
|
||||
|
|
|
@ -1,6 +1,10 @@
|
|||
# Copyright 2013 Ben Vanik. All Rights Reserved.
|
||||
{
|
||||
'sources': [
|
||||
'buffer.cc',
|
||||
'buffer.h',
|
||||
'buffer_cache.cc',
|
||||
'buffer_cache.h',
|
||||
'command_buffer.h',
|
||||
'gpu-private.h',
|
||||
'gpu.cc',
|
||||
|
|
Loading…
Reference in New Issue