diff options
author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-04-14 01:34:20 -0300 |
---|---|---|
committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-04-14 01:34:20 -0300 |
commit | 453d7419d92fc089c8a3c55e1c9ac344ebd161b3 (patch) | |
tree | 29512449b22713a2afe043852b889e4414b72d61 /src | |
parent | 7e4a132a77fd1c2d48b1410ac1f1da81869daa90 (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.cpp | 4 |
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) { |