* renderer_opengl.cpp: fix sanitize_mul check for disk shader cache
* Partially revert "Band-aid solution for 'Disk Shader Cache' (#5188)"
This reverts commit 2e0ce86c9e.
* Disable `disk_shader_cache` checkbox when `hw_renderer` is off
fmt now automatically prints the numeric value of an enum class member by default, so we don't need to use casts any more.
Reduces the line noise in our code a bit.
Co-Authored-By: LC <712067+lioncash@users.noreply.github.com>
* Enable 'Accurate Multiplication' by default.
* Move 'Disk Shader Cache' to the 'Advanced' tab
* Prevent enabling 'Disk Shader Cache' when 'Enable Hardware Shader' or 'Accurate Multiplication' is disabled.
* Do not load 'Disk Shader Cache' when 'Accurate Multiplication' is disabled.
* Add a tooltip for 'Disk Shader Cache'.
Some implementations can use the std::nullopt_t constructor of
std::optional to avoid needing to completely zero out the internal
buffer of the optional and instead only set the validity byte within it.
e.g. Consider the following function:
std::optional<std::vector<ShaderDiskCacheRaw>> fn() {
return {};
}
With libc++ this will result in the following code generation on x86-64:
Fn():
mov rax, rdi
vxorps xmm0, xmm0, xmm0
vmovups ymmword ptr [rdi], ymm0
vzeroupper
ret
With libstdc++, we also get the similar equivalent:
Fn():
vpxor xmm0, xmm0, xmm0
mov rax, rdi
vmovdqu XMMWORD PTR [rdi], xmm0
vmovdqu XMMWORD PTR [rdi+16], xmm0
ret
If we change this function to return std::nullopt instead, then this
simplifies both the code gen from libc++ and libstdc++ down to:
Fn():
mov BYTE PTR [rdi+24], 0
mov rax, rdi
ret
Given how little of a change is necessary to result in better code
generation, this is essentially a "free" very minor optimization.