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gl_shader_cache: Fixes for async shaders
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@ -328,11 +328,32 @@ GraphicsPipeline* ShaderCache::CurrentGraphicsPipelineSlowPath() {
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if (is_new) {
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pipeline = CreateGraphicsPipeline();
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}
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current_pipeline = pipeline.get();
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if (!pipeline || !pipeline->IsBuilt()) {
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if (!pipeline) {
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return nullptr;
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}
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return pipeline.get();
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current_pipeline = pipeline.get();
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return BuiltPipeline(current_pipeline);
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}
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GraphicsPipeline* ShaderCache::BuiltPipeline(GraphicsPipeline* pipeline) const noexcept {
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if (pipeline->IsBuilt()) {
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return pipeline;
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}
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if (!use_asynchronous_shaders) {
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return pipeline;
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}
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// If something is using depth, we can assume that games are not rendering anything which
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// will be used one time.
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if (maxwell3d.regs.zeta_enable) {
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return nullptr;
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}
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// If games are using a small index count, we can assume these are full screen quads.
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// Usually these shaders are only used once for building textures so we can assume they
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// can't be built async
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if (maxwell3d.regs.index_array.count <= 6 || maxwell3d.regs.vertex_buffer.count <= 6) {
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return pipeline;
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}
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return nullptr;
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}
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ComputePipeline* ShaderCache::CurrentComputePipeline() {
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@ -54,6 +54,8 @@ public:
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private:
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GraphicsPipeline* CurrentGraphicsPipelineSlowPath();
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[[nodiscard]] GraphicsPipeline* BuiltPipeline(GraphicsPipeline* pipeline) const noexcept;
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std::unique_ptr<GraphicsPipeline> CreateGraphicsPipeline();
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std::unique_ptr<GraphicsPipeline> CreateGraphicsPipeline(
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