gl_shader_cache: Use dirty flags for shaders
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59c665b28e
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0ab17ab406
5 changed files with 23 additions and 2 deletions
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@ -135,6 +135,14 @@ void Maxwell3D::CallMethod(const GPU::MethodCall& method_call) {
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if (regs.reg_array[method_call.method] != method_call.argument) {
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regs.reg_array[method_call.method] = method_call.argument;
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// Shader
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constexpr u32 shader_registers_count =
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sizeof(regs.shader_config[0]) * Regs::MaxShaderProgram / sizeof(u32);
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if (method_call.method >= MAXWELL3D_REG_INDEX(shader_config[0]) &&
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method_call.method < MAXWELL3D_REG_INDEX(shader_config[0]) + shader_registers_count) {
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dirty_flags.shaders = true;
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}
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// Vertex format
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if (method_call.method >= MAXWELL3D_REG_INDEX(vertex_attrib_format) &&
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method_call.method <
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@ -1089,10 +1089,13 @@ public:
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MemoryManager& memory_manager;
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struct DirtyFlags {
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bool shaders = true;
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bool vertex_attrib_format = true;
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u32 vertex_array = 0xFFFFFFFF;
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void OnMemoryWrite() {
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shaders = true;
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vertex_array = 0xFFFFFFFF;
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}
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};
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