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https://github.com/hrydgard/ppsspp.git
synced 2025-02-14 19:08:08 +00:00
Some assert paranoia, remove unused "failed_" variable
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c1529b2704
commit
6a8f65b566
@ -291,7 +291,7 @@ VulkanPushPool::Block VulkanPushPool::CreateBlock(size_t size) {
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_assert_(result == VK_SUCCESS);
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result = vmaMapMemory(vulkan_->Allocator(), block.allocation, (void **)(&block.writePtr));
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_assert_msg_(result == VK_SUCCESS, "VulkanPushPool: Failed to map memory (result = %08x)", result);
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_assert_msg_(result == VK_SUCCESS, "VulkanPushPool: Failed to map memory (result = %s)", VulkanResultToString(result));
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_assert_msg_(block.writePtr != nullptr, "VulkanPushPool: Failed to map memory on block of size %d", (int)block.size);
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return block;
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@ -45,6 +45,7 @@ public:
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template<class T>
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class Promise {
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public:
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// Never fails.
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static Promise<T> *Spawn(ThreadManager *threadman, std::function<T()> fun, TaskType taskType, TaskPriority taskPriority = TaskPriority::NORMAL) {
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Mailbox<T> *mailbox = new Mailbox<T>();
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@ -47,6 +47,7 @@
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// Most drivers treat vkCreateShaderModule as pretty much a memcpy. What actually
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// takes time here, and makes this worthy of parallelization, is GLSLtoSPV.
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// Takes ownership over tag.
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// This always returns something, checking the return value for null is not meaningful.
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static Promise<VkShaderModule> *CompileShaderModuleAsync(VulkanContext *vulkan, VkShaderStageFlagBits stage, const char *code, std::string *tag) {
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auto compile = [=] {
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PROFILE_THIS_SCOPE("shadercomp");
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@ -112,13 +113,10 @@ static Promise<VkShaderModule> *CompileShaderModuleAsync(VulkanContext *vulkan,
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VulkanFragmentShader::VulkanFragmentShader(VulkanContext *vulkan, FShaderID id, FragmentShaderFlags flags, const char *code)
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: vulkan_(vulkan), id_(id), flags_(flags) {
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_assert_(!id.is_invalid());
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source_ = code;
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module_ = CompileShaderModuleAsync(vulkan, VK_SHADER_STAGE_FRAGMENT_BIT, source_.c_str(), new std::string(FragmentShaderDesc(id)));
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if (!module_) {
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failed_ = true;
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} else {
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VERBOSE_LOG(G3D, "Compiled fragment shader:\n%s\n", (const char *)code);
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}
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VERBOSE_LOG(G3D, "Compiled fragment shader:\n%s\n", (const char *)code);
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}
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VulkanFragmentShader::~VulkanFragmentShader() {
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@ -147,13 +145,10 @@ std::string VulkanFragmentShader::GetShaderString(DebugShaderStringType type) co
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VulkanVertexShader::VulkanVertexShader(VulkanContext *vulkan, VShaderID id, VertexShaderFlags flags, const char *code, bool useHWTransform)
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: vulkan_(vulkan), useHWTransform_(useHWTransform), flags_(flags), id_(id) {
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_assert_(!id.is_invalid());
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source_ = code;
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module_ = CompileShaderModuleAsync(vulkan, VK_SHADER_STAGE_VERTEX_BIT, source_.c_str(), new std::string(VertexShaderDesc(id)));
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if (!module_) {
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failed_ = true;
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} else {
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VERBOSE_LOG(G3D, "Compiled vertex shader:\n%s\n", (const char *)code);
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}
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VERBOSE_LOG(G3D, "Compiled vertex shader:\n%s\n", (const char *)code);
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}
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VulkanVertexShader::~VulkanVertexShader() {
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@ -182,13 +177,10 @@ std::string VulkanVertexShader::GetShaderString(DebugShaderStringType type) cons
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VulkanGeometryShader::VulkanGeometryShader(VulkanContext *vulkan, GShaderID id, const char *code)
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: vulkan_(vulkan), id_(id) {
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_assert_(!id.is_invalid());
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source_ = code;
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module_ = CompileShaderModuleAsync(vulkan, VK_SHADER_STAGE_GEOMETRY_BIT, source_.c_str(), new std::string(GeometryShaderDesc(id).c_str()));
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if (!module_) {
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failed_ = true;
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} else {
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VERBOSE_LOG(G3D, "Compiled geometry shader:\n%s\n", (const char *)code);
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}
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VERBOSE_LOG(G3D, "Compiled geometry shader:\n%s\n", (const char *)code);
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}
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VulkanGeometryShader::~VulkanGeometryShader() {
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@ -43,8 +43,6 @@ public:
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const std::string &source() const { return source_; }
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bool Failed() const { return failed_; }
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std::string GetShaderString(DebugShaderStringType type) const;
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Promise<VkShaderModule> *GetModule() { return module_; }
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const FShaderID &GetID() const { return id_; }
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@ -68,7 +66,6 @@ public:
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const std::string &source() const { return source_; }
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bool Failed() const { return failed_; }
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bool UseHWTransform() const { return useHWTransform_; } // TODO: Roll into flags
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VertexShaderFlags Flags() const { return flags_; }
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@ -81,7 +78,6 @@ protected:
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VulkanContext *vulkan_;
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std::string source_;
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bool failed_ = false;
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bool useHWTransform_;
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VShaderID id_;
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VertexShaderFlags flags_;
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@ -94,9 +90,8 @@ public:
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const std::string &source() const { return source_; }
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bool Failed() const { return failed_; }
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std::string GetShaderString(DebugShaderStringType type) const;
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Promise<VkShaderModule> *GetModule() const { return module_; }
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const GShaderID &GetID() { return id_; }
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@ -105,7 +100,6 @@ protected:
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VulkanContext *vulkan_;
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std::string source_;
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bool failed_ = false;
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GShaderID id_;
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};
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