gl_shader_cache: Use dirty flags for shaders

This commit is contained in:
ReinUsesLisp 2019-01-06 03:58:43 -03:00
parent 59c665b28e
commit 0ab17ab406
5 changed files with 23 additions and 2 deletions

View file

@ -135,6 +135,14 @@ void Maxwell3D::CallMethod(const GPU::MethodCall& method_call) {
if (regs.reg_array[method_call.method] != method_call.argument) {
regs.reg_array[method_call.method] = method_call.argument;
// Shader
constexpr u32 shader_registers_count =
sizeof(regs.shader_config[0]) * Regs::MaxShaderProgram / sizeof(u32);
if (method_call.method >= MAXWELL3D_REG_INDEX(shader_config[0]) &&
method_call.method < MAXWELL3D_REG_INDEX(shader_config[0]) + shader_registers_count) {
dirty_flags.shaders = true;
}
// Vertex format
if (method_call.method >= MAXWELL3D_REG_INDEX(vertex_attrib_format) &&
method_call.method <

View file

@ -1089,10 +1089,13 @@ public:
MemoryManager& memory_manager;
struct DirtyFlags {
bool shaders = true;
bool vertex_attrib_format = true;
u32 vertex_array = 0xFFFFFFFF;
void OnMemoryWrite() {
shaders = true;
vertex_array = 0xFFFFFFFF;
}
};