yuzu/src/video_core/renderer_opengl/gl_shader_cache.h

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// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
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#include <filesystem>
#include <stop_token>
#include <unordered_map>
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#include <glad/glad.h>
#include "common/common_types.h"
#include "common/thread_worker.h"
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#include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/object_pool.h"
#include "video_core/engines/shader_type.h"
#include "video_core/renderer_opengl/gl_compute_pipeline.h"
#include "video_core/renderer_opengl/gl_graphics_pipeline.h"
#include "video_core/renderer_opengl/gl_shader_context.h"
#include "video_core/shader_cache.h"
namespace Tegra {
class MemoryManager;
}
namespace OpenGL {
class Device;
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class ProgramManager;
class RasterizerOpenGL;
using ShaderWorker = Common::StatefulThreadWorker<ShaderContext::Context>;
class ShaderCache : public VideoCommon::ShaderCache {
public:
explicit ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindow& emu_window_,
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Tegra::Engines::Maxwell3D& maxwell3d_,
Tegra::Engines::KeplerCompute& kepler_compute_,
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Tegra::MemoryManager& gpu_memory_, const Device& device_,
TextureCache& texture_cache_, BufferCache& buffer_cache_,
ProgramManager& program_manager_, StateTracker& state_tracker_,
VideoCore::ShaderNotify& shader_notify_);
~ShaderCache();
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void LoadDiskResources(u64 title_id, std::stop_token stop_loading,
const VideoCore::DiskResourceLoadCallback& callback);
[[nodiscard]] GraphicsPipeline* CurrentGraphicsPipeline();
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[[nodiscard]] ComputePipeline* CurrentComputePipeline();
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private:
std::unique_ptr<GraphicsPipeline> CreateGraphicsPipeline();
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std::unique_ptr<GraphicsPipeline> CreateGraphicsPipeline(
ShaderContext::ShaderPools& pools, const GraphicsPipelineKey& key,
std::span<Shader::Environment* const> envs, bool build_in_parallel);
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std::unique_ptr<ComputePipeline> CreateComputePipeline(const ComputePipelineKey& key,
const VideoCommon::ShaderInfo* shader);
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std::unique_ptr<ComputePipeline> CreateComputePipeline(ShaderContext::ShaderPools& pools,
const ComputePipelineKey& key,
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Shader::Environment& env);
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std::unique_ptr<ShaderWorker> CreateWorkers() const;
Core::Frontend::EmuWindow& emu_window;
const Device& device;
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TextureCache& texture_cache;
BufferCache& buffer_cache;
ProgramManager& program_manager;
StateTracker& state_tracker;
VideoCore::ShaderNotify& shader_notify;
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GraphicsPipelineKey graphics_key{};
const bool use_asynchronous_shaders;
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ShaderContext::ShaderPools main_pools;
std::unordered_map<GraphicsPipelineKey, std::unique_ptr<GraphicsPipeline>> graphics_cache;
std::unordered_map<ComputePipelineKey, std::unique_ptr<ComputePipeline>> compute_cache;
Shader::Profile profile;
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std::filesystem::path shader_cache_filename;
std::unique_ptr<ShaderWorker> workers;
};
} // namespace OpenGL