mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-23 18:19:21 +01:00
gl_shader_manager: Make use of std::nullopt where applicable
Prevents the internal buffer in the std::optional from being zeroed out unnecessarily and instead sets the validity byte only in some implementations. While we're at it, we can make use of std::move to eliminate unnecessary heap reallocations from occurring.
This commit is contained in:
parent
36809b2e2e
commit
f2a7fe05c3
@ -226,7 +226,7 @@ public:
|
||||
result = CodeGenerator(config, separable);
|
||||
cached_shader.Create(result->code.c_str(), ShaderType);
|
||||
}
|
||||
return {cached_shader.GetHandle(), result};
|
||||
return {cached_shader.GetHandle(), std::move(result)};
|
||||
}
|
||||
|
||||
void Inject(const KeyConfigType& key, OGLProgram&& program) {
|
||||
@ -260,7 +260,7 @@ public:
|
||||
auto program_opt = CodeGenerator(setup, key, separable);
|
||||
if (!program_opt) {
|
||||
shader_map[key] = nullptr;
|
||||
return {0, {}};
|
||||
return {0, std::nullopt};
|
||||
}
|
||||
|
||||
std::string& program = program_opt->code;
|
||||
@ -271,14 +271,14 @@ public:
|
||||
cached_shader.Create(program.c_str(), ShaderType);
|
||||
}
|
||||
shader_map[key] = &cached_shader;
|
||||
return {cached_shader.GetHandle(), result};
|
||||
return {cached_shader.GetHandle(), std::move(result)};
|
||||
}
|
||||
|
||||
if (map_it->second == nullptr) {
|
||||
return {0, {}};
|
||||
return {0, std::nullopt};
|
||||
}
|
||||
|
||||
return {map_it->second->GetHandle(), {}};
|
||||
return {map_it->second->GetHandle(), std::nullopt};
|
||||
}
|
||||
|
||||
void Inject(const KeyConfigType& key, std::string decomp, OGLProgram&& program) {
|
||||
@ -371,8 +371,9 @@ bool ShaderProgramManager::UseProgrammableVertexShader(const Pica::Regs& regs,
|
||||
ProgramCode program_code{setup.program_code.begin(), setup.program_code.end()};
|
||||
program_code.insert(program_code.end(), setup.swizzle_data.begin(),
|
||||
setup.swizzle_data.end());
|
||||
u64 unique_identifier = GetUniqueIdentifier(regs, program_code);
|
||||
ShaderDiskCacheRaw raw{unique_identifier, ProgramType::VS, regs, program_code};
|
||||
const u64 unique_identifier = GetUniqueIdentifier(regs, program_code);
|
||||
const ShaderDiskCacheRaw raw{unique_identifier, ProgramType::VS, regs,
|
||||
std::move(program_code)};
|
||||
disk_cache.SaveRaw(raw);
|
||||
}
|
||||
return true;
|
||||
@ -573,14 +574,14 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
|
||||
std::scoped_lock lock(mutex);
|
||||
auto [h, r] = impl->programmable_vertex_shaders.Get(conf, setup);
|
||||
handle = h;
|
||||
result = r;
|
||||
result = std::move(r);
|
||||
sanitize_mul = conf.state.sanitize_mul;
|
||||
} else if (raw.GetProgramType() == ProgramType::FS) {
|
||||
PicaFSConfig conf = PicaFSConfig::BuildFromRegs(raw.GetRawShaderConfig());
|
||||
std::scoped_lock lock(mutex);
|
||||
auto [h, r] = impl->fragment_shaders.Get(conf);
|
||||
handle = h;
|
||||
result = r;
|
||||
result = std::move(r);
|
||||
} else {
|
||||
// Unsupported shader type got stored somehow so nuke the cache
|
||||
LOG_ERROR(Frontend, "failed to load raw programtype {}",
|
||||
|
Loading…
Reference in New Issue
Block a user