Shader_Cache: setup connection of ConstBufferLocker
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1a58f45d76
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acd6441134
10 changed files with 82 additions and 43 deletions
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@ -1006,7 +1006,8 @@ TextureBufferUsage RasterizerOpenGL::SetupComputeTextures(const Shader& kernel)
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}
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const auto cbuf = entry.GetBindlessCBuf();
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Tegra::Texture::TextureHandle tex_handle;
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tex_handle.raw = compute.AccessConstBuffer32(Tegra::Engines::ShaderType::Compute, cbuf.first, cbuf.second);
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tex_handle.raw = compute.AccessConstBuffer32(Tegra::Engines::ShaderType::Compute,
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cbuf.first, cbuf.second);
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return compute.GetTextureInfo(tex_handle, entry.GetOffset());
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}();
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@ -1051,7 +1052,8 @@ void RasterizerOpenGL::SetupComputeImages(const Shader& shader) {
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}
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const auto cbuf = entry.GetBindlessCBuf();
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Tegra::Texture::TextureHandle tex_handle;
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tex_handle.raw = compute.AccessConstBuffer32(Tegra::Engines::ShaderType::Compute, cbuf.first, cbuf.second);
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tex_handle.raw = compute.AccessConstBuffer32(Tegra::Engines::ShaderType::Compute,
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cbuf.first, cbuf.second);
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return compute.GetTextureInfo(tex_handle, entry.GetOffset()).tic;
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}();
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SetupImage(bindpoint, tic, entry);
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@ -10,6 +10,7 @@
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#include "common/scope_exit.h"
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#include "core/core.h"
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#include "core/frontend/emu_window.h"
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#include "video_core/engines/kepler_compute.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/memory_manager.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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@ -173,8 +174,9 @@ u64 GetUniqueIdentifier(ProgramType program_type, const ProgramCode& code,
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}
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/// Creates an unspecialized program from code streams
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GLShader::ProgramResult CreateProgram(const Device& device, ProgramType program_type,
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ProgramCode program_code, ProgramCode program_code_b) {
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GLShader::ProgramResult CreateProgram(Core::System& system, const Device& device,
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ProgramType program_type, ProgramCode program_code,
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ProgramCode program_code_b) {
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GLShader::ShaderSetup setup(program_code);
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setup.program.size_a = CalculateProgramSize(program_code);
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setup.program.size_b = 0;
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@ -190,14 +192,25 @@ GLShader::ProgramResult CreateProgram(const Device& device, ProgramType program_
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switch (program_type) {
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case ProgramType::VertexA:
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case ProgramType::VertexB:
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return GLShader::GenerateVertexShader(device, setup);
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case ProgramType::Geometry:
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return GLShader::GenerateGeometryShader(device, setup);
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case ProgramType::Fragment:
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return GLShader::GenerateFragmentShader(device, setup);
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case ProgramType::Compute:
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return GLShader::GenerateComputeShader(device, setup);
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case ProgramType::VertexB: {
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VideoCommon::Shader::ConstBufferLocker locker{Tegra::Engines::ShaderType::Vertex,
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&(system.GPU().Maxwell3D())};
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return GLShader::GenerateVertexShader(locker, device, setup);
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}
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case ProgramType::Geometry: {
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VideoCommon::Shader::ConstBufferLocker locker{Tegra::Engines::ShaderType::Geometry,
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&(system.GPU().Maxwell3D())};
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return GLShader::GenerateGeometryShader(locker, device, setup);
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}
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case ProgramType::Fragment: {
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VideoCommon::Shader::ConstBufferLocker locker{Tegra::Engines::ShaderType::Fragment,
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&(system.GPU().Maxwell3D())};
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return GLShader::GenerateFragmentShader(locker, device, setup);
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}
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case ProgramType::Compute: {
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VideoCommon::Shader::ConstBufferLocker locker{Tegra::Engines::ShaderType::Compute, &(system.GPU().KeplerCompute())};
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return GLShader::GenerateComputeShader(locker, device, setup);
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}
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default:
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UNIMPLEMENTED_MSG("Unimplemented program_type={}", static_cast<u32>(program_type));
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return {};
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@ -307,8 +320,8 @@ Shader CachedShader::CreateStageFromMemory(const ShaderParameters& params,
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ProgramCode&& program_code_b) {
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const auto code_size{CalculateProgramSize(program_code)};
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const auto code_size_b{CalculateProgramSize(program_code_b)};
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auto result{
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CreateProgram(params.device, GetProgramType(program_type), program_code, program_code_b)};
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auto result{CreateProgram(params.system, params.device, GetProgramType(program_type),
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program_code, program_code_b)};
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if (result.first.empty()) {
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// TODO(Rodrigo): Unimplemented shader stages hit here, avoid using these for now
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return {};
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@ -331,7 +344,7 @@ Shader CachedShader::CreateStageFromCache(const ShaderParameters& params,
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}
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Shader CachedShader::CreateKernelFromMemory(const ShaderParameters& params, ProgramCode&& code) {
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auto result{CreateProgram(params.device, ProgramType::Compute, code, {})};
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auto result{CreateProgram(params.system, params.device, ProgramType::Compute, code, {})};
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const auto code_size{CalculateProgramSize(code)};
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params.disk_cache.SaveRaw(ShaderDiskCacheRaw(params.unique_identifier, ProgramType::Compute,
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@ -566,7 +579,7 @@ std::unordered_map<u64, UnspecializedShader> ShaderCacheOpenGL::GenerateUnspecia
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result = {stored_decompiled.code, stored_decompiled.entries};
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} else {
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// Otherwise decompile the shader at boot and save the result to the decompiled file
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result = CreateProgram(device, raw.GetProgramType(), raw.GetProgramCode(),
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result = CreateProgram(system, device, raw.GetProgramType(), raw.GetProgramCode(),
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raw.GetProgramCodeB());
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disk_cache.SaveDecompiled(unique_identifier, result.first, result.second);
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}
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@ -612,7 +625,7 @@ Shader ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
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const auto unique_identifier =
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GetUniqueIdentifier(GetProgramType(program), program_code, program_code_b);
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const auto cpu_addr{*memory_manager.GpuToCpuAddress(program_addr)};
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const ShaderParameters params{disk_cache, precompiled_programs, device, cpu_addr,
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const ShaderParameters params{disk_cache, precompiled_programs, system, device, cpu_addr,
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host_ptr, unique_identifier};
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const auto found = precompiled_shaders.find(unique_identifier);
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@ -639,7 +652,7 @@ Shader ShaderCacheOpenGL::GetComputeKernel(GPUVAddr code_addr) {
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auto code{GetShaderCode(memory_manager, code_addr, host_ptr)};
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const auto unique_identifier{GetUniqueIdentifier(ProgramType::Compute, code, {})};
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const auto cpu_addr{*memory_manager.GpuToCpuAddress(code_addr)};
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const ShaderParameters params{disk_cache, precompiled_programs, device, cpu_addr,
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const ShaderParameters params{disk_cache, precompiled_programs, system, device, cpu_addr,
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host_ptr, unique_identifier};
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const auto found = precompiled_shaders.find(unique_identifier);
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@ -45,6 +45,7 @@ using PrecompiledShaders = std::unordered_map<u64, GLShader::ProgramResult>;
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struct ShaderParameters {
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ShaderDiskCacheOpenGL& disk_cache;
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const PrecompiledPrograms& precompiled_programs;
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Core::System& system;
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const Device& device;
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VAddr cpu_addr;
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u8* host_ptr;
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@ -21,7 +21,8 @@ static constexpr u32 COMPUTE_OFFSET = 0;
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static constexpr CompilerSettings settings{CompileDepth::NoFlowStack, true};
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ProgramResult GenerateVertexShader(const Device& device, const ShaderSetup& setup) {
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ProgramResult GenerateVertexShader(ConstBufferLocker& locker, const Device& device,
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const ShaderSetup& setup) {
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "// Shader Unique Id: VS" + id + "\n\n";
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@ -35,14 +36,15 @@ layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config {
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)";
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const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET, setup.program.size_a, settings);
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const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET, setup.program.size_a, settings,
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locker);
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const auto stage = setup.IsDualProgram() ? ProgramType::VertexA : ProgramType::VertexB;
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ProgramResult program = Decompile(device, program_ir, stage, "vertex");
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out += program.first;
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if (setup.IsDualProgram()) {
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const ShaderIR program_ir_b(setup.program.code_b, PROGRAM_OFFSET, setup.program.size_b,
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settings);
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settings, locker);
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ProgramResult program_b = Decompile(device, program_ir_b, ProgramType::VertexB, "vertex_b");
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out += program_b.first;
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}
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@ -71,7 +73,8 @@ void main() {
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return {std::move(out), std::move(program.second)};
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}
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ProgramResult GenerateGeometryShader(const Device& device, const ShaderSetup& setup) {
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ProgramResult GenerateGeometryShader(ConstBufferLocker& locker, const Device& device,
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const ShaderSetup& setup) {
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "// Shader Unique Id: GS" + id + "\n\n";
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@ -85,7 +88,8 @@ layout (std140, binding = EMULATION_UBO_BINDING) uniform gs_config {
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)";
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const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET, setup.program.size_a, settings);
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const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET, setup.program.size_a, settings,
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locker);
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ProgramResult program = Decompile(device, program_ir, ProgramType::Geometry, "geometry");
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out += program.first;
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@ -97,7 +101,8 @@ void main() {
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return {std::move(out), std::move(program.second)};
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}
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ProgramResult GenerateFragmentShader(const Device& device, const ShaderSetup& setup) {
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ProgramResult GenerateFragmentShader(ConstBufferLocker& locker, const Device& device,
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const ShaderSetup& setup) {
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "// Shader Unique Id: FS" + id + "\n\n";
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@ -120,7 +125,8 @@ layout (std140, binding = EMULATION_UBO_BINDING) uniform fs_config {
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)";
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const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET, setup.program.size_a, settings);
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const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET, setup.program.size_a, settings,
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locker);
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ProgramResult program = Decompile(device, program_ir, ProgramType::Fragment, "fragment");
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out += program.first;
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@ -133,13 +139,15 @@ void main() {
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return {std::move(out), std::move(program.second)};
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}
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ProgramResult GenerateComputeShader(const Device& device, const ShaderSetup& setup) {
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ProgramResult GenerateComputeShader(ConstBufferLocker& locker, const Device& device,
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const ShaderSetup& setup) {
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "// Shader Unique Id: CS" + id + "\n\n";
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out += GetCommonDeclarations();
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const ShaderIR program_ir(setup.program.code, COMPUTE_OFFSET, setup.program.size_a, settings);
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const ShaderIR program_ir(setup.program.code, COMPUTE_OFFSET, setup.program.size_a, settings,
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locker);
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ProgramResult program = Decompile(device, program_ir, ProgramType::Compute, "compute");
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out += program.first;
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@ -16,6 +16,7 @@ class Device;
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namespace OpenGL::GLShader {
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using VideoCommon::Shader::ConstBufferLocker;
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using VideoCommon::Shader::ProgramCode;
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struct ShaderSetup {
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@ -46,15 +47,19 @@ private:
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};
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/// Generates the GLSL vertex shader program source code for the given VS program
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ProgramResult GenerateVertexShader(const Device& device, const ShaderSetup& setup);
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ProgramResult GenerateVertexShader(ConstBufferLocker& locker, const Device& device,
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const ShaderSetup& setup);
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/// Generates the GLSL geometry shader program source code for the given GS program
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ProgramResult GenerateGeometryShader(const Device& device, const ShaderSetup& setup);
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ProgramResult GenerateGeometryShader(ConstBufferLocker& locker, const Device& device,
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const ShaderSetup& setup);
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/// Generates the GLSL fragment shader program source code for the given FS program
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ProgramResult GenerateFragmentShader(const Device& device, const ShaderSetup& setup);
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ProgramResult GenerateFragmentShader(ConstBufferLocker& locker, const Device& device,
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const ShaderSetup& setup);
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/// Generates the GLSL compute shader program source code for the given CS program
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ProgramResult GenerateComputeShader(const Device& device, const ShaderSetup& setup);
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ProgramResult GenerateComputeShader(ConstBufferLocker& locker, const Device& device,
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const ShaderSetup& setup);
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} // namespace OpenGL::GLShader
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