gl_shader_manager: Make use of std::nullopt where applicable
Prevents the internal buffer in the std::optional from being zeroed out unnecessarily and instead sets the validity byte only in some implementations. While we're at it, we can make use of std::move to eliminate unnecessary heap reallocations from occurring.
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@ -226,7 +226,7 @@ public:
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result = CodeGenerator(config, separable);
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cached_shader.Create(result->code.c_str(), ShaderType);
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}
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return {cached_shader.GetHandle(), result};
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return {cached_shader.GetHandle(), std::move(result)};
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}
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void Inject(const KeyConfigType& key, OGLProgram&& program) {
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@ -260,7 +260,7 @@ public:
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auto program_opt = CodeGenerator(setup, key, separable);
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if (!program_opt) {
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shader_map[key] = nullptr;
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return {0, {}};
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return {0, std::nullopt};
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}
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std::string& program = program_opt->code;
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@ -271,14 +271,14 @@ public:
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cached_shader.Create(program.c_str(), ShaderType);
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}
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shader_map[key] = &cached_shader;
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return {cached_shader.GetHandle(), result};
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return {cached_shader.GetHandle(), std::move(result)};
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}
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if (map_it->second == nullptr) {
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return {0, {}};
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return {0, std::nullopt};
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}
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return {map_it->second->GetHandle(), {}};
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return {map_it->second->GetHandle(), std::nullopt};
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}
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void Inject(const KeyConfigType& key, std::string decomp, OGLProgram&& program) {
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@ -371,8 +371,9 @@ bool ShaderProgramManager::UseProgrammableVertexShader(const Pica::Regs& regs,
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ProgramCode program_code{setup.program_code.begin(), setup.program_code.end()};
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program_code.insert(program_code.end(), setup.swizzle_data.begin(),
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setup.swizzle_data.end());
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u64 unique_identifier = GetUniqueIdentifier(regs, program_code);
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ShaderDiskCacheRaw raw{unique_identifier, ProgramType::VS, regs, program_code};
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const u64 unique_identifier = GetUniqueIdentifier(regs, program_code);
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const ShaderDiskCacheRaw raw{unique_identifier, ProgramType::VS, regs,
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std::move(program_code)};
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disk_cache.SaveRaw(raw);
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}
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return true;
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@ -573,14 +574,14 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
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std::scoped_lock lock(mutex);
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auto [h, r] = impl->programmable_vertex_shaders.Get(conf, setup);
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handle = h;
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result = r;
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result = std::move(r);
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sanitize_mul = conf.state.sanitize_mul;
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} else if (raw.GetProgramType() == ProgramType::FS) {
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PicaFSConfig conf = PicaFSConfig::BuildFromRegs(raw.GetRawShaderConfig());
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std::scoped_lock lock(mutex);
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auto [h, r] = impl->fragment_shaders.Get(conf);
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handle = h;
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result = r;
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result = std::move(r);
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} else {
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// Unsupported shader type got stored somehow so nuke the cache
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LOG_ERROR(Frontend, "failed to load raw programtype {}",
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