gl_shader_cache: Fix clang strict standard build issues
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c03b8c4c19
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@ -382,7 +382,8 @@ void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
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std::atomic_bool compilation_failed = false;
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const auto Worker = [&](Core::Frontend::GraphicsContext* context, std::size_t begin,
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std::size_t end) {
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std::size_t end, const std::vector<ShaderDiskCacheUsage>& shader_usages,
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const ShaderDumpsMap& dumps) {
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context->MakeCurrent();
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SCOPE_EXIT({ return context->DoneCurrent(); });
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@ -422,7 +423,7 @@ void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
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}
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};
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const std::size_t num_workers{std::thread::hardware_concurrency() + 1};
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const auto num_workers{static_cast<std::size_t>(std::thread::hardware_concurrency() + 1)};
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const std::size_t bucket_size{shader_usages.size() / num_workers};
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std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> contexts(num_workers);
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std::vector<std::thread> threads(num_workers);
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@ -433,7 +434,7 @@ void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
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// On some platforms the shared context has to be created from the GUI thread
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contexts[i] = emu_window.CreateSharedContext();
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threads[i] = std::thread(Worker, contexts[i].get(), start, end);
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threads[i] = std::thread(Worker, contexts[i].get(), start, end, shader_usages, dumps);
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}
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for (auto& thread : threads) {
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thread.join();
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@ -183,8 +183,7 @@ ShaderDiskCacheOpenGL::LoadTransferable() {
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return {{raws, usages}};
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}
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std::pair<std::unordered_map<u64, ShaderDiskCacheDecompiled>,
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std::unordered_map<ShaderDiskCacheUsage, ShaderDiskCacheDump>>
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std::pair<std::unordered_map<u64, ShaderDiskCacheDecompiled>, ShaderDumpsMap>
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ShaderDiskCacheOpenGL::LoadPrecompiled() {
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if (!IsUsable())
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return {};
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@ -208,8 +207,7 @@ ShaderDiskCacheOpenGL::LoadPrecompiled() {
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return *result;
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}
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std::optional<std::pair<std::unordered_map<u64, ShaderDiskCacheDecompiled>,
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std::unordered_map<ShaderDiskCacheUsage, ShaderDiskCacheDump>>>
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std::optional<std::pair<std::unordered_map<u64, ShaderDiskCacheDecompiled>, ShaderDumpsMap>>
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ShaderDiskCacheOpenGL::LoadPrecompiledFile(FileUtil::IOFile& file) {
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// Read compressed file from disk and decompress to virtual precompiled cache file
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std::vector<u8> compressed(file.GetSize());
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@ -230,7 +228,7 @@ ShaderDiskCacheOpenGL::LoadPrecompiledFile(FileUtil::IOFile& file) {
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}
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std::unordered_map<u64, ShaderDiskCacheDecompiled> decompiled;
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std::unordered_map<ShaderDiskCacheUsage, ShaderDiskCacheDump> dumps;
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ShaderDumpsMap dumps;
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while (precompiled_cache_virtual_file_offset < precompiled_cache_virtual_file.GetSize()) {
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PrecompiledEntryKind kind{};
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if (!LoadObjectFromPrecompiled(kind)) {
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@ -33,6 +33,11 @@ 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 ShaderDiskCacheUsage;
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struct ShaderDiskCacheDump;
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using ShaderDumpsMap = std::unordered_map<ShaderDiskCacheUsage, ShaderDiskCacheDump>;
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/// Allocated bindings used by an OpenGL shader program
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struct BaseBindings {
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u32 cbuf{};
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