gl_shader_decompiler: Use variable AOFFI on supported hardware
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@@ -27,6 +27,7 @@ class System;
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namespace OpenGL {
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class CachedShader;
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class Device;
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class RasterizerOpenGL;
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struct UnspecializedShader;
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@@ -38,7 +39,7 @@ using PrecompiledShaders = std::unordered_map<u64, GLShader::ProgramResult>;
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class CachedShader final : public RasterizerCacheObject {
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public:
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explicit CachedShader(VAddr cpu_addr, u64 unique_identifier,
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explicit CachedShader(const Device& device, VAddr cpu_addr, u64 unique_identifier,
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Maxwell::ShaderProgram program_type, ShaderDiskCacheOpenGL& disk_cache,
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const PrecompiledPrograms& precompiled_programs,
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ProgramCode&& program_code, ProgramCode&& program_code_b, u8* host_ptr);
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@@ -112,7 +113,8 @@ private:
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class ShaderCacheOpenGL final : public RasterizerCache<Shader> {
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public:
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explicit ShaderCacheOpenGL(RasterizerOpenGL& rasterizer, Core::System& system);
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explicit ShaderCacheOpenGL(RasterizerOpenGL& rasterizer, Core::System& system,
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const Device& device);
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/// Loads disk cache for the current game
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void LoadDiskCache(const std::atomic_bool& stop_loading,
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@@ -130,6 +132,8 @@ private:
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CachedProgram GeneratePrecompiledProgram(const ShaderDiskCacheDump& dump,
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const std::set<GLenum>& supported_formats);
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const Device& device;
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std::array<Shader, Maxwell::MaxShaderProgram> last_shaders;
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ShaderDiskCacheOpenGL disk_cache;
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