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bd8b9bbcee
Instead of pre-specializing shaders and then post-specializing them, drop the later and only "specialize" the shader while decoding it.
37 lines
1 KiB
C++
37 lines
1 KiB
C++
// Copyright 2020 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <limits>
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#include <vector>
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#include "common/common_types.h"
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#include "video_core/guest_driver.h"
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namespace VideoCore {
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void GuestDriverProfile::DeduceTextureHandlerSize(std::vector<u32> bound_offsets) {
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if (texture_handler_size) {
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return;
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}
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const std::size_t size = bound_offsets.size();
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if (size < 2) {
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return;
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}
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std::sort(bound_offsets.begin(), bound_offsets.end(), std::less{});
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u32 min_val = std::numeric_limits<u32>::max();
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for (std::size_t i = 1; i < size; ++i) {
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if (bound_offsets[i] == bound_offsets[i - 1]) {
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continue;
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}
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const u32 new_min = bound_offsets[i] - bound_offsets[i - 1];
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min_val = std::min(min_val, new_min);
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}
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if (min_val > 2) {
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return;
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}
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texture_handler_size = min_texture_handler_size * min_val;
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}
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} // namespace VideoCore
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