Remove unneeded newlines, optional Registry in shader params

Addressing feedback from Rodrigo
This commit is contained in:
ameerj 2020-08-16 16:33:21 -04:00
parent f49ffdd648
commit fde8102a41
5 changed files with 9 additions and 14 deletions

View file

@ -128,7 +128,7 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
.code_b = std::move(code_b),
.main_offset = main_offset,
.compiler_settings = compiler_settings,
.registry = &registry,
.registry = registry,
.cpu_address = cpu_addr,
};
std::unique_lock lock(queue_mutex);
@ -144,7 +144,6 @@ void AsyncShaders::QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
std::vector<VkDescriptorSetLayoutBinding> bindings,
Vulkan::SPIRVProgram program,
Vulkan::GraphicsPipelineCacheKey key) {
WorkerParams params{
.backend = Backend::Vulkan,
.pp_cache = pp_cache,
@ -186,11 +185,10 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
lock.unlock();
if (work.backend == Backend::OpenGL || work.backend == Backend::GLASM) {
VideoCommon::Shader::Registry registry = *work.registry;
const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, registry);
const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, *work.registry);
const auto scope = context->Acquire();
auto program =
OpenGL::BuildShader(*work.device, work.shader_type, work.uid, ir, registry);
OpenGL::BuildShader(*work.device, work.shader_type, work.uid, ir, *work.registry);
Result result{};
result.backend = work.backend;
result.cpu_address = work.cpu_address;
@ -210,7 +208,6 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
finished_work.push_back(std::move(result));
}
} else if (work.backend == Backend::Vulkan) {
auto pipeline = std::make_unique<Vulkan::VKGraphicsPipeline>(
*work.vk_device, *work.scheduler, *work.descriptor_pool,
*work.update_descriptor_queue, *work.renderpass_cache, work.key, work.bindings,

View file

@ -55,7 +55,6 @@ public:
std::vector<u64> code;
std::vector<u64> code_b;
Tegra::Engines::ShaderType shader_type;
std::unique_ptr<Vulkan::VKGraphicsPipeline> pipeline;
};
explicit AsyncShaders(Core::Frontend::EmuWindow& emu_window);
@ -110,7 +109,7 @@ private:
std::vector<u64> code_b;
u32 main_offset;
VideoCommon::Shader::CompilerSettings compiler_settings;
const VideoCommon::Shader::Registry* registry;
std::optional<VideoCommon::Shader::Registry> registry;
VAddr cpu_address;
// For Vulkan