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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@ -4,6 +4,7 @@
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#pragma once
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#include <optional>
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#include <vector>
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#include "common/common_types.h"
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@ -17,25 +18,29 @@ namespace VideoCore {
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*/
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class GuestDriverProfile {
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public:
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void DeduceTextureHandlerSize(std::vector<u32>&& bound_offsets);
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explicit GuestDriverProfile() = default;
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explicit GuestDriverProfile(std::optional<u32> texture_handler_size)
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: texture_handler_size{texture_handler_size} {}
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void DeduceTextureHandlerSize(std::vector<u32> bound_offsets);
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u32 GetTextureHandlerSize() const {
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return texture_handler_size;
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return texture_handler_size.value_or(default_texture_handler_size);
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}
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bool TextureHandlerSizeKnown() const {
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return texture_handler_size_deduced;
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bool IsTextureHandlerSizeKnown() const {
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return texture_handler_size.has_value();
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}
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private:
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// Minimum size of texture handler any driver can use.
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static constexpr u32 min_texture_handler_size = 4;
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// This goes with Vulkan and OpenGL standards but Nvidia GPUs can easily
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// use 4 bytes instead. Thus, certain drivers may squish the size.
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// This goes with Vulkan and OpenGL standards but Nvidia GPUs can easily use 4 bytes instead.
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// Thus, certain drivers may squish the size.
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static constexpr u32 default_texture_handler_size = 8;
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u32 texture_handler_size = default_texture_handler_size;
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bool texture_handler_size_deduced = false;
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std::optional<u32> texture_handler_size = default_texture_handler_size;
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};
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} // namespace VideoCore
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