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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.
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@ -34,6 +34,8 @@
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namespace OpenGL {
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namespace OpenGL {
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using Tegra::Engines::ShaderType;
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using Tegra::Engines::ShaderType;
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using VideoCommon::Shader::CompileDepth;
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using VideoCommon::Shader::CompilerSettings;
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using VideoCommon::Shader::ProgramCode;
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using VideoCommon::Shader::ProgramCode;
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using VideoCommon::Shader::Registry;
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using VideoCommon::Shader::Registry;
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using VideoCommon::Shader::ShaderIR;
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using VideoCommon::Shader::ShaderIR;
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@ -43,7 +45,7 @@ namespace {
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constexpr u32 STAGE_MAIN_OFFSET = 10;
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constexpr u32 STAGE_MAIN_OFFSET = 10;
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constexpr u32 KERNEL_MAIN_OFFSET = 0;
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constexpr u32 KERNEL_MAIN_OFFSET = 0;
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constexpr VideoCommon::Shader::CompilerSettings COMPILER_SETTINGS{};
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constexpr CompilerSettings COMPILER_SETTINGS{CompileDepth::FullDecompile};
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/// Gets the address for the specified shader stage program
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/// Gets the address for the specified shader stage program
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GPUVAddr GetShaderAddress(Core::System& system, Maxwell::ShaderProgram program) {
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GPUVAddr GetShaderAddress(Core::System& system, Maxwell::ShaderProgram program) {
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