gl_shader_cache: Rework shader cache and remove post-specializations
Instead of pre-specializing shaders and then post-specializing them, drop the later and only "specialize" the shader while decoding it.
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19 changed files with 548 additions and 1100 deletions
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@ -4,13 +4,15 @@
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#include <algorithm>
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#include <limits>
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#include <vector>
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#include "common/common_types.h"
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#include "video_core/guest_driver.h"
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namespace VideoCore {
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void GuestDriverProfile::DeduceTextureHandlerSize(std::vector<u32>&& bound_offsets) {
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if (texture_handler_size_deduced) {
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void GuestDriverProfile::DeduceTextureHandlerSize(std::vector<u32> bound_offsets) {
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if (texture_handler_size) {
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return;
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}
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const std::size_t size = bound_offsets.size();
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@ -29,7 +31,6 @@ void GuestDriverProfile::DeduceTextureHandlerSize(std::vector<u32>&& bound_offse
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if (min_val > 2) {
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return;
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}
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texture_handler_size_deduced = true;
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texture_handler_size = min_texture_handler_size * min_val;
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}
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