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// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <string>
#include <tuple>
#include "common/common_types.h"
#include "common/file_util.h"
#include "video_core/engines/maxwell_3d.h"
namespace OpenGL {
using ProgramCode = std::vector<u64>;
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
struct BaseBindings {
private:
auto Tie() const {
return std::tie(cbuf, gmem, sampler);
}
public:
u32 cbuf{};
u32 gmem{};
u32 sampler{};
bool operator<(const BaseBindings& rhs) const {
return Tie() < rhs.Tie();
}
bool operator==(const BaseBindings& rhs) const {
return Tie() == rhs.Tie();
}
bool operator!=(const BaseBindings& rhs) const {
return !this->operator==(rhs);
}
};
class ShaderDiskCacheOpenGL {
public:
private:
/// Create shader disk cache directories. Returns true on success.
bool EnsureDirectories() const;
/// Gets current game's transferable file path
std::string GetTransferablePath() const;
/// Gets current game's precompiled file path
std::string GetPrecompiledPath() const;
/// Get user's transferable directory path
std::string GetTransferableDir() const;
/// Get user's precompiled directory path
std::string GetPrecompiledDir() const;
/// Get user's shader directory path
std::string GetBaseDir() const;
};
} // namespace OpenGL
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