renderer_vulkan: Move fragment shader microprofile to a better place
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@ -244,12 +244,10 @@ void PipelineCache::UseTrivialGeometryShader() {
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});
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}
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MICROPROFILE_DEFINE(Vulkan_FragmentGeneration, "Vulkan", "Fragment Shader Compilation", MP_RGB(255, 100, 100));
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void PipelineCache::UseFragmentShader(const Pica::Regs& regs) {
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const PicaFSConfig config{regs, instance};
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scheduler.Record([this, config](vk::CommandBuffer, vk::CommandBuffer) {
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MICROPROFILE_SCOPE(Vulkan_FragmentGeneration);
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vk::ShaderModule handle = fragment_shaders.Get(config, vk::ShaderStageFlagBits::eFragment,
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instance.GetDevice(), ShaderOptimization::Debug);
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current_shaders[ProgramType::FS] = handle;
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@ -2,7 +2,7 @@
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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 <fstream>
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#include "common/microprofile.h"
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#include "video_core/regs.h"
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#include "video_core/renderer_vulkan/vk_shader_gen_spv.h"
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#include "video_core/shader/shader_uniforms.h"
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@ -893,7 +893,9 @@ void FragmentModule::DefineInterface() {
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Decorate(gl_frag_depth_id, spv::Decoration::BuiltIn, spv::BuiltIn::FragDepth);
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}
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MICROPROFILE_DEFINE(Vulkan_FragmentGenerationSPV, "Vulkan", "SPIRV Fragment Shader Compilation", MP_RGB(255, 100, 100));
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std::vector<u32> GenerateFragmentShaderSPV(const PicaFSConfig& config) {
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MICROPROFILE_SCOPE(Vulkan_FragmentGenerationSPV)
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FragmentModule module{config};
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module.Generate();
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return module.Assemble();
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