GPU/OpenGL: Don't keep shader cache open

This commit is contained in:
Connor McLaughlin 2020-10-09 17:59:55 +10:00
parent 64e1305087
commit 2df06225ee
2 changed files with 31 additions and 32 deletions

View file

@ -43,8 +43,6 @@ bool GPU_HW_OpenGL::Initialize(HostDisplay* host_display)
SetCapabilities(host_display); SetCapabilities(host_display);
m_shader_cache.Open(IsGLES(), g_host_interface->GetShaderCacheBasePath());
if (!GPU_HW::Initialize(host_display)) if (!GPU_HW::Initialize(host_display))
return false; return false;
@ -357,6 +355,9 @@ bool GPU_HW_OpenGL::CreateTextureBuffer()
bool GPU_HW_OpenGL::CompilePrograms() bool GPU_HW_OpenGL::CompilePrograms()
{ {
GL::ShaderCache shader_cache;
shader_cache.Open(IsGLES(), g_host_interface->GetShaderCacheBasePath());
const bool use_binding_layout = GPU_HW_ShaderGen::UseGLSLBindingLayout(); const bool use_binding_layout = GPU_HW_ShaderGen::UseGLSLBindingLayout();
GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color, m_scaled_dithering, GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color, m_scaled_dithering,
m_texture_filtering, m_using_uv_limits, m_supports_dual_source_blend); m_texture_filtering, m_using_uv_limits, m_supports_dual_source_blend);
@ -416,7 +417,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
} }
}; };
std::optional<GL::Program> prog = m_shader_cache.GetProgram(batch_vs, {}, fs, link_callback); std::optional<GL::Program> prog = shader_cache.GetProgram(batch_vs, {}, fs, link_callback);
if (!prog) if (!prog)
return false; return false;
@ -447,7 +448,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
static_cast<InterlacedRenderMode>(interlaced)); static_cast<InterlacedRenderMode>(interlaced));
std::optional<GL::Program> prog = std::optional<GL::Program> prog =
m_shader_cache.GetProgram(vs, {}, fs, [this, use_binding_layout](GL::Program& prog) { shader_cache.GetProgram(vs, {}, fs, [this, use_binding_layout](GL::Program& prog) {
if (!IsGLES() && !use_binding_layout) if (!IsGLES() && !use_binding_layout)
prog.BindFragData(0, "o_col0"); prog.BindFragData(0, "o_col0");
}); });
@ -465,7 +466,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
} }
} }
std::optional<GL::Program> prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {}, std::optional<GL::Program> prog = shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
shadergen.GenerateInterlacedFillFragmentShader(), shadergen.GenerateInterlacedFillFragmentShader(),
[this, use_binding_layout](GL::Program& prog) { [this, use_binding_layout](GL::Program& prog) {
if (!IsGLES() && !use_binding_layout) if (!IsGLES() && !use_binding_layout)
@ -480,8 +481,8 @@ bool GPU_HW_OpenGL::CompilePrograms()
m_vram_interlaced_fill_program = std::move(*prog); m_vram_interlaced_fill_program = std::move(*prog);
UPDATE_PROGRESS(); UPDATE_PROGRESS();
prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {}, prog =
shadergen.GenerateVRAMReadFragmentShader(), shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {}, shadergen.GenerateVRAMReadFragmentShader(),
[this, use_binding_layout](GL::Program& prog) { [this, use_binding_layout](GL::Program& prog) {
if (!IsGLES() && !use_binding_layout) if (!IsGLES() && !use_binding_layout)
prog.BindFragData(0, "o_col0"); prog.BindFragData(0, "o_col0");
@ -498,8 +499,8 @@ bool GPU_HW_OpenGL::CompilePrograms()
m_vram_read_program = std::move(*prog); m_vram_read_program = std::move(*prog);
UPDATE_PROGRESS(); UPDATE_PROGRESS();
prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {}, prog =
shadergen.GenerateVRAMCopyFragmentShader(), shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {}, shadergen.GenerateVRAMCopyFragmentShader(),
[this, use_binding_layout](GL::Program& prog) { [this, use_binding_layout](GL::Program& prog) {
if (!IsGLES() && !use_binding_layout) if (!IsGLES() && !use_binding_layout)
prog.BindFragData(0, "o_col0"); prog.BindFragData(0, "o_col0");
@ -516,7 +517,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
m_vram_copy_program = std::move(*prog); m_vram_copy_program = std::move(*prog);
UPDATE_PROGRESS(); UPDATE_PROGRESS();
prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {}, prog = shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
shadergen.GenerateVRAMUpdateDepthFragmentShader()); shadergen.GenerateVRAMUpdateDepthFragmentShader());
if (!prog) if (!prog)
return false; return false;
@ -528,7 +529,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
if (m_supports_texture_buffer || m_use_ssbo_for_vram_writes) if (m_supports_texture_buffer || m_use_ssbo_for_vram_writes)
{ {
prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {}, prog = shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
shadergen.GenerateVRAMWriteFragmentShader(m_use_ssbo_for_vram_writes), shadergen.GenerateVRAMWriteFragmentShader(m_use_ssbo_for_vram_writes),
[this, use_binding_layout](GL::Program& prog) { [this, use_binding_layout](GL::Program& prog) {
if (!IsGLES() && !use_binding_layout) if (!IsGLES() && !use_binding_layout)

View file

@ -62,8 +62,6 @@ private:
bool CompilePrograms(); bool CompilePrograms();
GL::ShaderCache m_shader_cache;
// downsample texture - used for readbacks at >1xIR. // downsample texture - used for readbacks at >1xIR.
GL::Texture m_vram_texture; GL::Texture m_vram_texture;
GL::Texture m_vram_depth_texture; GL::Texture m_vram_depth_texture;