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https://github.com/yuzu-emu/yuzu-android
synced 2024-12-26 19:41:21 -08:00
gl_shader_disk_cache: Pass core system as argument and guard against games without title ids
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2bc6a699dc
commit
7fefec585c
@ -123,7 +123,7 @@ struct System::Impl {
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Service::Init(service_manager, *virtual_filesystem);
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GDBStub::Init();
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renderer = VideoCore::CreateRenderer(emu_window);
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renderer = VideoCore::CreateRenderer(emu_window, system);
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if (!renderer->Init()) {
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return ResultStatus::ErrorVideoCore;
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}
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@ -100,8 +100,9 @@ struct FramebufferCacheKey {
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}
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};
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RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, ScreenInfo& info)
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: res_cache{*this}, shader_cache{*this}, emu_window{window}, screen_info{info},
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RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, Core::System& system,
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ScreenInfo& info)
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: res_cache{*this}, shader_cache{*this, system}, emu_window{window}, screen_info{info},
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buffer_cache(*this, STREAM_BUFFER_SIZE), global_cache{*this} {
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// Create sampler objects
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for (std::size_t i = 0; i < texture_samplers.size(); ++i) {
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@ -33,6 +33,10 @@
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/gl_stream_buffer.h"
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namespace Core {
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class System;
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}
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namespace Core::Frontend {
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class EmuWindow;
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}
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@ -45,7 +49,8 @@ struct FramebufferCacheKey;
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class RasterizerOpenGL : public VideoCore::RasterizerInterface {
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public:
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explicit RasterizerOpenGL(Core::Frontend::EmuWindow& renderer, ScreenInfo& info);
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explicit RasterizerOpenGL(Core::Frontend::EmuWindow& window, Core::System& system,
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ScreenInfo& info);
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~RasterizerOpenGL() override;
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void DrawArrays() override;
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@ -342,7 +342,8 @@ ShaderDiskCacheUsage CachedShader::GetUsage(GLenum primitive_mode,
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return {unique_identifier, base_bindings, primitive_mode};
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}
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ShaderCacheOpenGL::ShaderCacheOpenGL(RasterizerOpenGL& rasterizer) : RasterizerCache{rasterizer} {}
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ShaderCacheOpenGL::ShaderCacheOpenGL(RasterizerOpenGL& rasterizer, Core::System& system)
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: RasterizerCache{rasterizer}, disk_cache{system} {}
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void ShaderCacheOpenGL::LoadDiskCache() {
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const auto transferable = disk_cache.LoadTransferable();
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@ -20,6 +20,10 @@
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#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
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#include "video_core/renderer_opengl/gl_shader_gen.h"
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namespace Core {
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class System;
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} // namespace Core
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namespace OpenGL {
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class CachedShader;
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@ -107,7 +111,7 @@ private:
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class ShaderCacheOpenGL final : public RasterizerCache<Shader> {
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public:
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explicit ShaderCacheOpenGL(RasterizerOpenGL& rasterizer);
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explicit ShaderCacheOpenGL(RasterizerOpenGL& rasterizer, Core::System& system);
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/// Loads disk cache for the current game
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void LoadDiskCache();
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@ -43,9 +43,6 @@ static_assert(sizeof(BaseBindings) == 12);
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static_assert(sizeof(ShaderDiskCacheUsage) == 24);
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namespace {
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std::string GetTitleID() {
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return fmt::format("{:016X}", Core::CurrentProcess()->GetTitleID());
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}
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ShaderCacheVersionHash GetShaderCacheVersionHash() {
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ShaderCacheVersionHash hash{};
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@ -82,6 +79,7 @@ std::vector<u8> DecompressData(const std::vector<u8>& compressed, std::size_t un
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}
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return uncompressed;
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}
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} // namespace
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ShaderDiskCacheRaw::ShaderDiskCacheRaw(u64 unique_identifier, Maxwell::ShaderProgram program_type,
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@ -137,9 +135,13 @@ bool ShaderDiskCacheRaw::Save(FileUtil::IOFile& file) const {
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return true;
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}
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ShaderDiskCacheOpenGL::ShaderDiskCacheOpenGL(Core::System& system) : system{system} {}
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std::optional<std::pair<std::vector<ShaderDiskCacheRaw>, std::vector<ShaderDiskCacheUsage>>>
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ShaderDiskCacheOpenGL::LoadTransferable() {
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if (!Settings::values.use_disk_shader_cache)
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// Skip games without title id
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const bool has_title_id = system.CurrentProcess()->GetTitleID() != 0;
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if (!Settings::values.use_disk_shader_cache || !has_title_id)
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return {};
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tried_to_load = true;
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@ -643,4 +645,8 @@ std::string ShaderDiskCacheOpenGL::GetBaseDir() const {
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return FileUtil::GetUserPath(FileUtil::UserPath::ShaderDir) + DIR_SEP "opengl";
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}
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std::string ShaderDiskCacheOpenGL::GetTitleID() const {
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return fmt::format("{:016X}", system.CurrentProcess()->GetTitleID());
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}
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} // namespace OpenGL
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@ -18,9 +18,13 @@
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/renderer_opengl/gl_shader_gen.h"
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namespace Core {
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class System;
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}
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namespace FileUtil {
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class IOFile;
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} // namespace FileUtil
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}
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namespace OpenGL {
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@ -148,6 +152,8 @@ struct ShaderDiskCacheDump {
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class ShaderDiskCacheOpenGL {
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public:
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explicit ShaderDiskCacheOpenGL(Core::System& system);
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/// Loads transferable cache. If file has a old version or on failure, it deletes the file.
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std::optional<std::pair<std::vector<ShaderDiskCacheRaw>, std::vector<ShaderDiskCacheUsage>>>
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LoadTransferable();
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@ -217,6 +223,11 @@ private:
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/// Get user's shader directory path
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std::string GetBaseDir() const;
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/// Get current game's title id
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std::string GetTitleID() const;
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// Copre system
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Core::System& system;
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// Stored transferable shaders
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std::map<u64, std::set<ShaderDiskCacheUsage>> transferable;
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// The cache has been loaded at boot
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@ -98,8 +98,8 @@ static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, cons
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return matrix;
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}
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RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& window)
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: VideoCore::RendererBase{window} {}
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RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& window, Core::System& system)
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: VideoCore::RendererBase{window}, system{system} {}
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RendererOpenGL::~RendererOpenGL() = default;
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@ -250,7 +250,7 @@ void RendererOpenGL::CreateRasterizer() {
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}
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// Initialize sRGB Usage
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OpenGLState::ClearsRGBUsed();
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rasterizer = std::make_unique<RasterizerOpenGL>(render_window, screen_info);
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rasterizer = std::make_unique<RasterizerOpenGL>(render_window, system, screen_info);
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}
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void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
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@ -12,6 +12,10 @@
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_state.h"
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namespace Core {
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class System;
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}
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namespace Core::Frontend {
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class EmuWindow;
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}
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@ -41,7 +45,7 @@ struct ScreenInfo {
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class RendererOpenGL : public VideoCore::RendererBase {
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public:
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explicit RendererOpenGL(Core::Frontend::EmuWindow& window);
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explicit RendererOpenGL(Core::Frontend::EmuWindow& window, Core::System& system);
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~RendererOpenGL() override;
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/// Swap buffers (render frame)
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@ -72,6 +76,8 @@ private:
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void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
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const TextureInfo& texture);
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Core::System& system;
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OpenGLState state;
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// OpenGL object IDs
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@ -11,8 +11,9 @@
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namespace VideoCore {
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std::unique_ptr<RendererBase> CreateRenderer(Core::Frontend::EmuWindow& emu_window) {
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return std::make_unique<OpenGL::RendererOpenGL>(emu_window);
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std::unique_ptr<RendererBase> CreateRenderer(Core::Frontend::EmuWindow& emu_window,
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Core::System& system) {
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return std::make_unique<OpenGL::RendererOpenGL>(emu_window, system);
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}
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u16 GetResolutionScaleFactor(const RendererBase& renderer) {
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@ -6,6 +6,10 @@
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#include <memory>
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namespace Core {
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class System;
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}
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namespace Core::Frontend {
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class EmuWindow;
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}
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@ -20,7 +24,8 @@ class RendererBase;
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* @note The returned renderer instance is simply allocated. Its Init()
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* function still needs to be called to fully complete its setup.
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*/
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std::unique_ptr<RendererBase> CreateRenderer(Core::Frontend::EmuWindow& emu_window);
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std::unique_ptr<RendererBase> CreateRenderer(Core::Frontend::EmuWindow& emu_window,
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Core::System& system);
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u16 GetResolutionScaleFactor(const RendererBase& renderer);
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