Merge pull request #1157 from lioncash/vec

gl_shader_gen: Use a std::vector to represent program code instead of std::array
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bunnei 2018-08-23 02:19:00 -04:00 committed by GitHub
commit c7f2fb2151
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2 changed files with 16 additions and 11 deletions

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@ -181,7 +181,7 @@ static GLShader::ProgramCode GetShaderProgramCode(Maxwell::ShaderProgram program
auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
// Fetch program code from memory
GLShader::ProgramCode program_code;
GLShader::ProgramCode program_code(GLShader::MAX_PROGRAM_CODE_LENGTH);
auto& shader_config = gpu.regs.shader_config[static_cast<size_t>(program)];
const u64 gpu_address{gpu.regs.code_address.CodeAddress() + shader_config.offset};
const boost::optional<VAddr> cpu_address{gpu.memory_manager.GpuToCpuAddress(gpu_address)};

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@ -9,14 +9,14 @@
#include <type_traits>
#include <utility>
#include <vector>
#include <boost/functional/hash.hpp>
#include "common/common_types.h"
#include "common/hash.h"
namespace OpenGL::GLShader {
constexpr size_t MAX_PROGRAM_CODE_LENGTH{0x1000};
using ProgramCode = std::array<u64, MAX_PROGRAM_CODE_LENGTH>;
using ProgramCode = std::vector<u64>;
class ConstBufferEntry {
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
@ -115,8 +115,8 @@ struct ShaderEntries {
using ProgramResult = std::pair<std::string, ShaderEntries>;
struct ShaderSetup {
ShaderSetup(const ProgramCode& program_code) {
program.code = program_code;
explicit ShaderSetup(ProgramCode program_code) {
program.code = std::move(program_code);
}
struct {
@ -135,8 +135,8 @@ struct ShaderSetup {
}
/// Used in scenarios where we have a dual vertex shaders
void SetProgramB(const ProgramCode& program_b) {
program.code_b = program_b;
void SetProgramB(ProgramCode program_b) {
program.code_b = std::move(program_b);
has_program_b = true;
}
@ -146,13 +146,18 @@ struct ShaderSetup {
private:
u64 GetNewHash() const {
size_t hash = 0;
const u64 hash_a = Common::ComputeHash64(program.code.data(), program.code.size());
boost::hash_combine(hash, hash_a);
if (has_program_b) {
// Compute hash over dual shader programs
return Common::ComputeHash64(&program, sizeof(program));
} else {
// Compute hash over a single shader program
return Common::ComputeHash64(&program.code, program.code.size());
const u64 hash_b = Common::ComputeHash64(program.code_b.data(), program.code_b.size());
boost::hash_combine(hash, hash_b);
}
return hash;
}
u64 program_code_hash{};