// Copyright 2018 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include #include #include #include #include #include "common/common_types.h" #include "common/thread_worker.h" #include "shader_recompiler/frontend/ir/basic_block.h" #include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/maxwell/control_flow.h" #include "shader_recompiler/object_pool.h" #include "video_core/engines/shader_type.h" #include "video_core/renderer_opengl/gl_compute_pipeline.h" #include "video_core/renderer_opengl/gl_graphics_pipeline.h" #include "video_core/shader_cache.h" namespace Tegra { class MemoryManager; } namespace OpenGL { class Device; class ProgramManager; class RasterizerOpenGL; struct ShaderPools { void ReleaseContents() { flow_block.ReleaseContents(); block.ReleaseContents(); inst.ReleaseContents(); } Shader::ObjectPool inst; Shader::ObjectPool block; Shader::ObjectPool flow_block; }; class ShaderCache : public VideoCommon::ShaderCache { struct Context; public: explicit ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindow& emu_window_, Tegra::Engines::Maxwell3D& maxwell3d_, Tegra::Engines::KeplerCompute& kepler_compute_, Tegra::MemoryManager& gpu_memory_, const Device& device_, TextureCache& texture_cache_, BufferCache& buffer_cache_, ProgramManager& program_manager_, StateTracker& state_tracker_); ~ShaderCache(); void LoadDiskResources(u64 title_id, std::stop_token stop_loading, const VideoCore::DiskResourceLoadCallback& callback); [[nodiscard]] GraphicsPipeline* CurrentGraphicsPipeline(); [[nodiscard]] ComputePipeline* CurrentComputePipeline(); private: std::unique_ptr CreateGraphicsPipeline(); std::unique_ptr CreateGraphicsPipeline( ShaderPools& pools, const GraphicsPipelineKey& key, std::span envs); std::unique_ptr CreateComputePipeline(const ComputePipelineKey& key, const VideoCommon::ShaderInfo* shader); std::unique_ptr CreateComputePipeline(ShaderPools& pools, const ComputePipelineKey& key, Shader::Environment& env); std::unique_ptr> CreateWorkers() const; Core::Frontend::EmuWindow& emu_window; const Device& device; TextureCache& texture_cache; BufferCache& buffer_cache; ProgramManager& program_manager; StateTracker& state_tracker; GraphicsPipelineKey graphics_key{}; const bool use_asynchronous_shaders; ShaderPools main_pools; std::unordered_map> graphics_cache; std::unordered_map> compute_cache; Shader::Profile profile; std::filesystem::path shader_cache_filename; std::unique_ptr> workers; }; } // namespace OpenGL