GL4CommandProcessor: Use the new GL4ShaderCache

This commit is contained in:
Dr. Chat 2016-02-05 16:14:35 -06:00
parent 406ec8c6da
commit 6cb7f0c23d
2 changed files with 7 additions and 40 deletions

View File

@ -56,7 +56,8 @@ GL4CommandProcessor::GL4CommandProcessor(GL4GraphicsSystem* graphics_system,
: CommandProcessor(graphics_system, kernel_state),
shader_translator_(GlslShaderTranslator::Dialect::kGL45),
draw_batcher_(graphics_system_->register_file()),
scratch_buffer_(kScratchBufferCapacity, kScratchBufferAlignment) {}
scratch_buffer_(kScratchBufferCapacity, kScratchBufferAlignment),
shader_cache_(&shader_translator_) {}
GL4CommandProcessor::~GL4CommandProcessor() = default;
@ -324,8 +325,7 @@ void GL4CommandProcessor::ShutdownContext() {
scratch_buffer_.Shutdown();
all_pipelines_.clear();
all_shaders_.clear();
shader_cache_.clear();
shader_cache_.Reset();
CommandProcessor::ShutdownContext();
}
@ -484,41 +484,8 @@ Shader* GL4CommandProcessor::LoadShader(ShaderType shader_type,
uint32_t guest_address,
const uint32_t* host_address,
uint32_t dword_count) {
// Hash the input memory and lookup the shader.
GL4Shader* shader_ptr = nullptr;
uint64_t hash = XXH64(host_address, dword_count * sizeof(uint32_t), 0);
auto it = shader_cache_.find(hash);
if (it != shader_cache_.end()) {
// Found in the cache.
// TODO(benvanik): compare bytes? Likelyhood of collision is low.
shader_ptr = it->second;
} else {
// Not found in cache.
auto shader = std::make_unique<GL4Shader>(shader_type, hash, host_address,
return shader_cache_.LookupOrInsertShader(shader_type, host_address,
dword_count);
shader_ptr = shader.get();
shader_cache_.insert({hash, shader_ptr});
all_shaders_.emplace_back(std::move(shader));
// Perform translation.
// If this fails the shader will be marked as invalid and ignored later.
if (shader_translator_.Translate(shader_ptr)) {
shader_ptr->Prepare();
// Dump shader files if desired.
if (!FLAGS_dump_shaders.empty()) {
shader_ptr->Dump(FLAGS_dump_shaders, "gl4");
}
} else {
XELOGE("Shader failed translation");
}
XELOGGPU("Set %s shader at %0.8X (%db):\n%s",
shader_type == ShaderType::kVertex ? "vertex" : "pixel",
guest_address, dword_count * 4,
shader_ptr->ucode_disassembly().c_str());
}
return shader_ptr;
}
bool GL4CommandProcessor::IssueDraw(PrimitiveType prim_type,

View File

@ -23,6 +23,7 @@
#include "xenia/base/threading.h"
#include "xenia/gpu/command_processor.h"
#include "xenia/gpu/gl4/draw_batcher.h"
#include "xenia/gpu/gl4/gl4_shader_cache.h"
#include "xenia/gpu/gl4/gl4_shader.h"
#include "xenia/gpu/gl4/texture_cache.h"
#include "xenia/gpu/glsl_shader_translator.h"
@ -131,8 +132,7 @@ class GL4CommandProcessor : public CommandProcessor {
GLuint depth_target);
GlslShaderTranslator shader_translator_;
std::vector<std::unique_ptr<GL4Shader>> all_shaders_;
std::unordered_map<uint64_t, GL4Shader*> shader_cache_;
GL4ShaderCache shader_cache_;
CachedFramebuffer* active_framebuffer_ = nullptr;
GLuint last_framebuffer_texture_ = 0;