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https://github.com/yuzu-emu/yuzu-android.git
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gl_shader_disk_cache: Make use of std::nullopt where applicable
Allows the compiler to avoid unnecessarily zeroing out the internal buffer of std::optional on some implementations.
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@ -214,20 +214,20 @@ std::optional<std::vector<ShaderDiskCacheEntry>> ShaderDiskCacheOpenGL::LoadTran
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// Skip games without title id
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const bool has_title_id = system.CurrentProcess()->GetTitleID() != 0;
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if (!Settings::values.use_disk_shader_cache.GetValue() || !has_title_id) {
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return {};
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return std::nullopt;
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}
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FileUtil::IOFile file(GetTransferablePath(), "rb");
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if (!file.IsOpen()) {
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LOG_INFO(Render_OpenGL, "No transferable shader cache found");
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is_usable = true;
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return {};
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return std::nullopt;
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}
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u32 version{};
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if (file.ReadBytes(&version, sizeof(version)) != sizeof(version)) {
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LOG_ERROR(Render_OpenGL, "Failed to get transferable cache version, skipping it");
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return {};
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return std::nullopt;
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}
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if (version < NativeVersion) {
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@ -235,12 +235,12 @@ std::optional<std::vector<ShaderDiskCacheEntry>> ShaderDiskCacheOpenGL::LoadTran
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file.Close();
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InvalidateTransferable();
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is_usable = true;
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return {};
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return std::nullopt;
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}
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if (version > NativeVersion) {
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LOG_WARNING(Render_OpenGL, "Transferable shader cache was generated with a newer version "
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"of the emulator, skipping");
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return {};
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return std::nullopt;
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}
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// Version is valid, load the shaders
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@ -249,7 +249,7 @@ std::optional<std::vector<ShaderDiskCacheEntry>> ShaderDiskCacheOpenGL::LoadTran
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ShaderDiskCacheEntry& entry = entries.emplace_back();
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if (!entry.Load(file)) {
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LOG_ERROR(Render_OpenGL, "Failed to load transferable raw entry, skipping");
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return {};
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return std::nullopt;
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}
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}
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@ -290,12 +290,12 @@ std::optional<std::vector<ShaderDiskCachePrecompiled>> ShaderDiskCacheOpenGL::Lo
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ShaderCacheVersionHash file_hash{};
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if (!LoadArrayFromPrecompiled(file_hash.data(), file_hash.size())) {
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precompiled_cache_virtual_file_offset = 0;
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return {};
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return std::nullopt;
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}
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if (GetShaderCacheVersionHash() != file_hash) {
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LOG_INFO(Render_OpenGL, "Precompiled cache is from another version of the emulator");
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precompiled_cache_virtual_file_offset = 0;
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return {};
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return std::nullopt;
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}
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std::vector<ShaderDiskCachePrecompiled> entries;
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@ -305,15 +305,16 @@ std::optional<std::vector<ShaderDiskCachePrecompiled>> ShaderDiskCacheOpenGL::Lo
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if (!LoadObjectFromPrecompiled(entry.unique_identifier) ||
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!LoadObjectFromPrecompiled(entry.binary_format) ||
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!LoadObjectFromPrecompiled(binary_size)) {
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return {};
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return std::nullopt;
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}
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entry.binary.resize(binary_size);
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if (!LoadArrayFromPrecompiled(entry.binary.data(), entry.binary.size())) {
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return {};
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return std::nullopt;
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}
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}
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return entries;
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return std::move(entries);
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}
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void ShaderDiskCacheOpenGL::InvalidateTransferable() {
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