gl_shader_disk_cache: Add file and move BaseBindings declaration
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@ -44,6 +44,8 @@ add_library(video_core STATIC
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renderer_opengl/gl_shader_cache.h
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renderer_opengl/gl_shader_decompiler.cpp
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renderer_opengl/gl_shader_decompiler.h
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renderer_opengl/gl_shader_disk_cache.cpp
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renderer_opengl/gl_shader_disk_cache.h
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renderer_opengl/gl_shader_gen.cpp
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renderer_opengl/gl_shader_gen.h
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renderer_opengl/gl_shader_manager.cpp
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@ -16,6 +16,7 @@
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#include "video_core/rasterizer_cache.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_decompiler.h"
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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 OpenGL {
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@ -26,16 +27,6 @@ class RasterizerOpenGL;
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using Shader = std::shared_ptr<CachedShader>;
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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struct BaseBindings {
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u32 cbuf{};
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u32 gmem{};
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u32 sampler{};
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bool operator<(const BaseBindings& rhs) const {
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return std::tie(cbuf, gmem, sampler) < std::tie(rhs.cbuf, rhs.gmem, rhs.sampler);
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}
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};
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class CachedShader final : public RasterizerCacheObject {
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public:
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CachedShader(VAddr addr, Maxwell::ShaderProgram program_type);
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@ -0,0 +1,14 @@
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// Copyright 2019 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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#pragma once
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#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
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namespace OpenGL {
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// Making sure sizes doesn't change by accident
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static_assert(sizeof(BaseBindings) == 12);
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} // namespace OpenGL
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@ -0,0 +1,41 @@
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// Copyright 2019 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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#pragma once
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#include <tuple>
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#include "common/common_types.h"
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#include "video_core/engines/maxwell_3d.h"
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namespace OpenGL {
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using ProgramCode = std::vector<u64>;
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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struct BaseBindings {
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private:
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auto Tie() const {
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return std::tie(cbuf, gmem, sampler);
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}
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public:
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u32 cbuf{};
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u32 gmem{};
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u32 sampler{};
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bool operator<(const BaseBindings& rhs) const {
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return Tie() < rhs.Tie();
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}
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bool operator==(const BaseBindings& rhs) const {
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return Tie() == rhs.Tie();
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}
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bool operator!=(const BaseBindings& rhs) const {
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return !this->operator==(rhs);
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}
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};
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} // namespace OpenGL
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