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

@ -78,15 +78,14 @@ VKGraphicsPipeline::VKGraphicsPipeline(const VKDevice& device, VKScheduler& sche
const GraphicsPipelineCacheKey& key,
vk::Span<VkDescriptorSetLayoutBinding> bindings,
const SPIRVProgram& program)
: device{device}, scheduler{scheduler}, hash{key.Hash()}, cache_key{key},
: device{device}, scheduler{scheduler}, cache_key{key}, hash{cache_key.Hash()},
descriptor_set_layout{CreateDescriptorSetLayout(bindings)},
descriptor_allocator{descriptor_pool, *descriptor_set_layout},
update_descriptor_queue{update_descriptor_queue}, layout{CreatePipelineLayout()},
descriptor_template{CreateDescriptorUpdateTemplate(program)}, modules{CreateShaderModules(
program)},
renderpass{renderpass_cache.GetRenderPass(key.renderpass_params)}, pipeline{CreatePipeline(
key.renderpass_params,
program)} {}
renderpass{renderpass_cache.GetRenderPass(cache_key.renderpass_params)},
pipeline{CreatePipeline(cache_key.renderpass_params, program)} {}
VKGraphicsPipeline::~VKGraphicsPipeline() = default;

View file

@ -94,8 +94,8 @@ private:
const VKDevice& device;
VKScheduler& scheduler;
const GraphicsPipelineCacheKey cache_key;
const u64 hash;
GraphicsPipelineCacheKey cache_key;
vk::DescriptorSetLayout descriptor_set_layout;
DescriptorAllocator descriptor_allocator;

View file

@ -298,9 +298,9 @@ VKComputePipeline& VKPipelineCache::GetComputePipeline(const ComputePipelineCach
}
void VKPipelineCache::EmplacePipeline(std::unique_ptr<VKGraphicsPipeline> pipeline) {
system.GPU().ShaderNotify().MarkShaderComplete();
std::unique_lock lock{pipeline_cache};
graphics_cache.at(pipeline->GetCacheKey()) = std::move(pipeline);
system.GPU().ShaderNotify().MarkShaderComplete();
}
void VKPipelineCache::OnShaderRemoval(Shader* shader) {

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