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Tiny unification of code. Save the GL shader cache a bit less often.
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@ -51,11 +51,6 @@ public:
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void ClearShaderCache() override;
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void GetReportingInfo(std::string &primaryInfo, std::string &fullInfo) override {
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primaryInfo = reportingPrimaryInfo_;
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fullInfo = reportingFullInfo_;
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}
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// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
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std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
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@ -89,7 +84,4 @@ private:
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int lastVsync_;
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int vertexCost_ = 0;
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std::string reportingPrimaryInfo_;
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std::string reportingFullInfo_;
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};
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@ -52,11 +52,6 @@ public:
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void ClearShaderCache() override;
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void GetReportingInfo(std::string &primaryInfo, std::string &fullInfo) override {
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primaryInfo = reportingPrimaryInfo_;
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fullInfo = reportingFullInfo_;
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}
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// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
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std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
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@ -70,7 +65,6 @@ private:
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void Flush() {
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drawEngine_.Flush();
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}
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// void ApplyDrawState(int prim);
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void CheckFlushOp(int cmd, u32 diff);
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void BuildReportingInfo();
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@ -89,9 +83,6 @@ private:
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int lastVsync_;
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int vertexCost_ = 0;
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std::string reportingPrimaryInfo_;
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std::string reportingFullInfo_;
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};
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} // namespace DX9
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@ -301,7 +301,6 @@ bool GPU_GLES::IsReady() {
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return shaderManagerGL_->ContinuePrecompile();
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}
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// Needs to be called on GPU thread, not reporting thread.
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void GPU_GLES::BuildReportingInfo() {
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GLRenderManager *render = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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@ -421,7 +420,7 @@ void GPU_GLES::BeginFrame() {
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GPUCommon::BeginFrame();
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// Save the cache from time to time. TODO: How often?
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if (!shaderCachePath_.empty() && (gpuStats.numFlips & 1023) == 0) {
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if (!shaderCachePath_.empty() && (gpuStats.numFlips & 4095) == 0) {
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shaderManagerGL_->Save(shaderCachePath_);
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}
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@ -56,11 +56,6 @@ public:
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void ClearShaderCache() override;
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void CleanupBeforeUI() override;
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void GetReportingInfo(std::string &primaryInfo, std::string &fullInfo) override {
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primaryInfo = reportingPrimaryInfo_;
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fullInfo = reportingFullInfo_;
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}
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// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
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std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
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@ -92,12 +87,10 @@ private:
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FragmentTestCacheGLES fragmentTestCache_;
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ShaderManagerGLES *shaderManagerGL_;
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std::string shaderCachePath_;
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#ifdef _WIN32
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int lastVsync_;
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#endif
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int vertexCost_ = 0;
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std::string reportingPrimaryInfo_;
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std::string reportingFullInfo_;
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std::string shaderCachePath_;
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};
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@ -247,6 +247,11 @@ public:
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typedef void (GPUCommon::*CmdFunc)(u32 op, u32 diff);
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void GetReportingInfo(std::string &primaryInfo, std::string &fullInfo) override {
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primaryInfo = reportingPrimaryInfo_;
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fullInfo = reportingFullInfo_;
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}
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protected:
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void SetDrawType(DrawType type, GEPrimitiveType prim) {
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if (type != lastDraw_) {
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@ -341,6 +346,9 @@ protected:
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int immCount_ = 0;
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GEPrimitiveType immPrim_;
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std::string reportingPrimaryInfo_;
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std::string reportingFullInfo_;
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private:
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void FlushImm();
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// Debug stats.
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@ -55,11 +55,6 @@ public:
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void ClearShaderCache() override;
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void GetReportingInfo(std::string &primaryInfo, std::string &fullInfo) override {
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primaryInfo = reportingPrimaryInfo_;
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fullInfo = reportingFullInfo_;
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}
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// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
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std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
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@ -97,9 +92,6 @@ private:
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// Manages state and pipeline objects
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PipelineManagerVulkan *pipelineManager_;
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std::string reportingPrimaryInfo_;
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std::string reportingFullInfo_;
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// Simple 2D drawing engine.
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Vulkan2D vulkan2D_;
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