gl_shader_cache: Flip if condition in GetStageProgram to reduce indentation

This commit is contained in:
ReinUsesLisp 2019-05-30 13:55:11 -03:00
parent e3608578e4
commit 838b6d2ff8

View File

@ -547,17 +547,19 @@ std::unordered_map<u64, UnspecializedShader> ShaderCacheOpenGL::GenerateUnspecia
Shader ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
if (!Core::System::GetInstance().GPU().Maxwell3D().dirty_flags.shaders) {
return last_shaders[static_cast<u32>(program)];
return last_shaders[static_cast<std::size_t>(program)];
}
auto& memory_manager{Core::System::GetInstance().GPU().MemoryManager()};
const GPUVAddr program_addr{GetShaderAddress(program)};
// Look up shader in the cache based on address
const auto& host_ptr{memory_manager.GetPointer(program_addr)};
const auto host_ptr{memory_manager.GetPointer(program_addr)};
Shader shader{TryGet(host_ptr)};
if (shader) {
return last_shaders[static_cast<std::size_t>(program)] = shader;
}
if (!shader) {
// No shader found - create a new one
ProgramCode program_code{GetShaderCode(memory_manager, program_addr, host_ptr)};
ProgramCode program_code_b;
@ -566,12 +568,12 @@ Shader ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
program_code_b = GetShaderCode(memory_manager, program_addr_b,
memory_manager.GetPointer(program_addr_b));
}
const u64 unique_identifier = GetUniqueIdentifier(program, program_code, program_code_b);
const VAddr cpu_addr{*memory_manager.GpuToCpuAddress(program_addr)};
const auto found = precompiled_shaders.find(unique_identifier);
if (found != precompiled_shaders.end()) {
shader =
std::make_shared<CachedShader>(cpu_addr, unique_identifier, program, disk_cache,
shader = std::make_shared<CachedShader>(cpu_addr, unique_identifier, program, disk_cache,
precompiled_programs, found->second, host_ptr);
} else {
shader = std::make_shared<CachedShader>(
@ -579,9 +581,8 @@ Shader ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
std::move(program_code), std::move(program_code_b), host_ptr);
}
Register(shader);
}
return last_shaders[static_cast<u32>(program)] = shader;
return last_shaders[static_cast<std::size_t>(program)] = shader;
}
} // namespace OpenGL