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@ -31,6 +31,7 @@
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#include "video_core/shader/registry.h"
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#include "video_core/shader/shader_ir.h"
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#include "video_core/shader_cache.h"
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#include "video_core/shader_notify.h"
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namespace OpenGL {
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@ -140,9 +141,24 @@ std::shared_ptr<Registry> MakeRegistry(const ShaderDiskCacheEntry& entry) {
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return registry;
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}
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std::unordered_set<GLenum> GetSupportedFormats() {
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GLint num_formats;
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glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &num_formats);
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std::vector<GLint> formats(num_formats);
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glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, formats.data());
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std::unordered_set<GLenum> supported_formats;
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for (const GLint format : formats) {
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supported_formats.insert(static_cast<GLenum>(format));
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}
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return supported_formats;
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}
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} // Anonymous namespace
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ProgramSharedPtr BuildShader(const Device& device, ShaderType shader_type, u64 unique_identifier,
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const ShaderIR& ir, const Registry& registry,
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bool hint_retrievable = false) {
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const ShaderIR& ir, const Registry& registry, bool hint_retrievable) {
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const std::string shader_id = MakeShaderID(unique_identifier, shader_type);
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LOG_INFO(Render_OpenGL, "{}", shader_id);
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@ -181,31 +197,18 @@ ProgramSharedPtr BuildShader(const Device& device, ShaderType shader_type, u64 u
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return program;
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}
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std::unordered_set<GLenum> GetSupportedFormats() {
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GLint num_formats;
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glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &num_formats);
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std::vector<GLint> formats(num_formats);
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glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, formats.data());
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std::unordered_set<GLenum> supported_formats;
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for (const GLint format : formats) {
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supported_formats.insert(static_cast<GLenum>(format));
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}
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return supported_formats;
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}
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} // Anonymous namespace
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Shader::Shader(std::shared_ptr<VideoCommon::Shader::Registry> registry_, ShaderEntries entries_,
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ProgramSharedPtr program_)
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: registry{std::move(registry_)}, entries{std::move(entries_)}, program{std::move(program_)} {
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ProgramSharedPtr program_, bool is_built)
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: registry{std::move(registry_)}, entries{std::move(entries_)}, program{std::move(program_)},
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is_built(is_built) {
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handle = program->assembly_program.handle;
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if (handle == 0) {
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handle = program->source_program.handle;
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}
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if (is_built) {
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ASSERT(handle != 0);
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}
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}
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Shader::~Shader() = default;
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@ -214,21 +217,42 @@ GLuint Shader::GetHandle() const {
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return handle;
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}
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std::unique_ptr<Shader> Shader::CreateStageFromMemory(const ShaderParameters& params,
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Maxwell::ShaderProgram program_type,
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ProgramCode code, ProgramCode code_b) {
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bool Shader::IsBuilt() const {
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return is_built;
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}
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void Shader::AsyncOpenGLBuilt(OGLProgram new_program) {
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program->source_program = std::move(new_program);
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handle = program->source_program.handle;
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is_built = true;
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}
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void Shader::AsyncGLASMBuilt(OGLAssemblyProgram new_program) {
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program->assembly_program = std::move(new_program);
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handle = program->assembly_program.handle;
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is_built = true;
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}
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std::unique_ptr<Shader> Shader::CreateStageFromMemory(
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const ShaderParameters& params, Maxwell::ShaderProgram program_type, ProgramCode code,
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ProgramCode code_b, VideoCommon::Shader::AsyncShaders& async_shaders, VAddr cpu_addr) {
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const auto shader_type = GetShaderType(program_type);
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const std::size_t size_in_bytes = code.size() * sizeof(u64);
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auto registry = std::make_shared<Registry>(shader_type, params.system.GPU().Maxwell3D());
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auto& gpu = params.system.GPU();
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gpu.ShaderNotify().MarkSharderBuilding();
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auto registry = std::make_shared<Registry>(shader_type, gpu.Maxwell3D());
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if (!async_shaders.IsShaderAsync(params.system.GPU()) ||
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!params.device.UseAsynchronousShaders()) {
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const ShaderIR ir(code, STAGE_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
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// TODO(Rodrigo): Handle VertexA shaders
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// std::optional<ShaderIR> ir_b;
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// if (!code_b.empty()) {
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// ir_b.emplace(code_b, STAGE_MAIN_OFFSET);
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// }
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auto program = BuildShader(params.device, shader_type, params.unique_identifier, ir, *registry);
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auto program =
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BuildShader(params.device, shader_type, params.unique_identifier, ir, *registry);
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ShaderDiskCacheEntry entry;
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entry.type = shader_type;
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entry.code = std::move(code);
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@ -241,15 +265,34 @@ std::unique_ptr<Shader> Shader::CreateStageFromMemory(const ShaderParameters& pa
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entry.bindless_samplers = registry->GetBindlessSamplers();
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params.disk_cache.SaveEntry(std::move(entry));
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return std::unique_ptr<Shader>(new Shader(
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std::move(registry), MakeEntries(params.device, ir, shader_type), std::move(program)));
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gpu.ShaderNotify().MarkShaderComplete();
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return std::unique_ptr<Shader>(new Shader(std::move(registry),
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MakeEntries(params.device, ir, shader_type),
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std::move(program), true));
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} else {
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// Required for entries
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const ShaderIR ir(code, STAGE_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
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auto entries = MakeEntries(params.device, ir, shader_type);
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async_shaders.QueueOpenGLShader(params.device, shader_type, params.unique_identifier,
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std::move(code), std::move(code_b), STAGE_MAIN_OFFSET,
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COMPILER_SETTINGS, *registry, cpu_addr);
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auto program = std::make_shared<ProgramHandle>();
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return std::unique_ptr<Shader>(
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new Shader(std::move(registry), std::move(entries), std::move(program), false));
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}
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}
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std::unique_ptr<Shader> Shader::CreateKernelFromMemory(const ShaderParameters& params,
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ProgramCode code) {
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const std::size_t size_in_bytes = code.size() * sizeof(u64);
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auto& engine = params.system.GPU().KeplerCompute();
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auto& gpu = params.system.GPU();
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gpu.ShaderNotify().MarkSharderBuilding();
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auto& engine = gpu.KeplerCompute();
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auto registry = std::make_shared<Registry>(ShaderType::Compute, engine);
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const ShaderIR ir(code, KERNEL_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
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const u64 uid = params.unique_identifier;
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@ -266,6 +309,8 @@ std::unique_ptr<Shader> Shader::CreateKernelFromMemory(const ShaderParameters& p
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entry.bindless_samplers = registry->GetBindlessSamplers();
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params.disk_cache.SaveEntry(std::move(entry));
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gpu.ShaderNotify().MarkShaderComplete();
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return std::unique_ptr<Shader>(new Shader(std::move(registry),
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MakeEntries(params.device, ir, ShaderType::Compute),
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std::move(program)));
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@ -436,14 +481,51 @@ ProgramSharedPtr ShaderCacheOpenGL::GeneratePrecompiledProgram(
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return program;
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}
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Shader* ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
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Shader* ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program,
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VideoCommon::Shader::AsyncShaders& async_shaders) {
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if (!system.GPU().Maxwell3D().dirty.flags[Dirty::Shaders]) {
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return last_shaders[static_cast<std::size_t>(program)];
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auto* last_shader = last_shaders[static_cast<std::size_t>(program)];
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if (last_shader->IsBuilt()) {
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return last_shader;
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}
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}
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auto& memory_manager{system.GPU().MemoryManager()};
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const GPUVAddr address{GetShaderAddress(system, program)};
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if (device.UseAsynchronousShaders() && async_shaders.HasCompletedWork()) {
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auto completed_work = async_shaders.GetCompletedWork();
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for (auto& work : completed_work) {
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Shader* shader = TryGet(work.cpu_address);
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auto& gpu = system.GPU();
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gpu.ShaderNotify().MarkShaderComplete();
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if (shader == nullptr) {
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continue;
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}
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using namespace VideoCommon::Shader;
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if (work.backend == AsyncShaders::Backend::OpenGL) {
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shader->AsyncOpenGLBuilt(std::move(work.program.opengl));
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} else if (work.backend == AsyncShaders::Backend::GLASM) {
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shader->AsyncGLASMBuilt(std::move(work.program.glasm));
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}
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ShaderDiskCacheEntry entry;
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entry.type = work.shader_type;
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entry.code = std::move(work.code);
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entry.code_b = std::move(work.code_b);
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entry.unique_identifier = work.uid;
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auto& registry = shader->GetRegistry();
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entry.bound_buffer = registry.GetBoundBuffer();
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entry.graphics_info = registry.GetGraphicsInfo();
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entry.keys = registry.GetKeys();
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entry.bound_samplers = registry.GetBoundSamplers();
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entry.bindless_samplers = registry.GetBindlessSamplers();
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disk_cache.SaveEntry(std::move(entry));
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}
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}
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// Look up shader in the cache based on address
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const auto cpu_addr{memory_manager.GpuToCpuAddress(address)};
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if (Shader* const shader{cpu_addr ? TryGet(*cpu_addr) : null_shader.get()}) {
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@ -471,7 +553,8 @@ Shader* ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
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std::unique_ptr<Shader> shader;
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const auto found = runtime_cache.find(unique_identifier);
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if (found == runtime_cache.end()) {
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shader = Shader::CreateStageFromMemory(params, program, std::move(code), std::move(code_b));
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shader = Shader::CreateStageFromMemory(params, program, std::move(code), std::move(code_b),
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async_shaders, cpu_addr.value_or(0));
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} else {
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shader = Shader::CreateFromCache(params, found->second);
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}
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