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authorReinUsesLisp <reinuseslisp@airmail.cc>2020-04-14 01:34:20 -0300
committerReinUsesLisp <reinuseslisp@airmail.cc>2020-04-14 01:34:20 -0300
commit453d7419d92fc089c8a3c55e1c9ac344ebd161b3 (patch)
tree29512449b22713a2afe043852b889e4414b72d61 /src
parent7e4a132a77fd1c2d48b1410ac1f1da81869daa90 (diff)
gl_shader_cache: Use CompileDepth::FullDecompile on GLSL
From my testing on a Splatoon 2 shader that takes 3800ms on average to compile changing to FullDecompile reduces it to 900ms on average. The shader decoder will automatically fallback to a more naive method if it can't use full decompile.
Diffstat (limited to 'src')
-rw-r--r--src/video_core/renderer_opengl/gl_shader_cache.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_cache.cpp b/src/video_core/renderer_opengl/gl_shader_cache.cpp
index 6d2ff20f9..12c6dcfde 100644
--- a/src/video_core/renderer_opengl/gl_shader_cache.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_cache.cpp
@@ -34,6 +34,8 @@
namespace OpenGL {
using Tegra::Engines::ShaderType;
+using VideoCommon::Shader::CompileDepth;
+using VideoCommon::Shader::CompilerSettings;
using VideoCommon::Shader::ProgramCode;
using VideoCommon::Shader::Registry;
using VideoCommon::Shader::ShaderIR;
@@ -43,7 +45,7 @@ namespace {
constexpr u32 STAGE_MAIN_OFFSET = 10;
constexpr u32 KERNEL_MAIN_OFFSET = 0;
-constexpr VideoCommon::Shader::CompilerSettings COMPILER_SETTINGS{};
+constexpr CompilerSettings COMPILER_SETTINGS{CompileDepth::FullDecompile};
/// Gets the address for the specified shader stage program
GPUVAddr GetShaderAddress(Core::System& system, Maxwell::ShaderProgram program) {