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.
This commit is contained in:
ReinUsesLisp 2020-02-26 16:13:47 -03:00
parent 22e825a3bc
commit bd8b9bbcee
19 changed files with 548 additions and 1100 deletions

View file

@ -4,13 +4,15 @@
#include <algorithm>
#include <limits>
#include <vector>
#include "common/common_types.h"
#include "video_core/guest_driver.h"
namespace VideoCore {
void GuestDriverProfile::DeduceTextureHandlerSize(std::vector<u32>&& bound_offsets) {
if (texture_handler_size_deduced) {
void GuestDriverProfile::DeduceTextureHandlerSize(std::vector<u32> bound_offsets) {
if (texture_handler_size) {
return;
}
const std::size_t size = bound_offsets.size();
@ -29,7 +31,6 @@ void GuestDriverProfile::DeduceTextureHandlerSize(std::vector<u32>&& bound_offse
if (min_val > 2) {
return;
}
texture_handler_size_deduced = true;
texture_handler_size = min_texture_handler_size * min_val;
}