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pipeline: persist shaders and pipelines per game and prewarm them at boot
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@@ -11,7 +11,6 @@
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#include "graphics/guest_gpu/hardwareContext.h"
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#include "graphics/host_gpu/renderer/renderContext.h"
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#include "graphics/shader/recompiler/ShaderRecompiler.h"
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#include "graphics/shader/recompiler/Tessellation.h"
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#include "graphics/shader/recompiler/frontend/decode/ShaderDecoder.h"
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#include "graphics/shader/shaderCompiler.h"
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#include "graphics/shader/shaderVertexMetadata.h"
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@@ -53,8 +52,6 @@ struct ShaderMapEntry {
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static std::unique_ptr<std::unordered_map<uint64_t, ShaderMapEntry>> g_shader_map;
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static std::mutex g_shader_map_mutex;
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static std::unordered_map<uint64_t, ShaderTessellationInputInfo> g_tess_layouts;
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static std::mutex g_tess_layouts_mutex;
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void ShaderInit() {
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EXIT_IF(g_shader_map != nullptr);
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@@ -662,18 +659,6 @@ PrepareTessellationPrograms(const HW::VertexShaderInfo& regs, const HW::Context&
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};
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EXIT_IF(tess.input_control_points == 0 || tess.input_control_points > 32 ||
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tess.output_control_points == 0 || tess.output_control_points > 32);
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// Reflection decodes both programs; the key also covers the VGT fields cached in tess.
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const uint64_t key[] = {local_hash, control_hash,
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uint64_t {sh.m_vgtLsHsConfig & 0xfff00u} << 32u | sh.m_vgtTfParam};
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{
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std::scoped_lock lock(g_tess_layouts_mutex);
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auto [entry, inserted] = g_tess_layouts.try_emplace(XXH3_64bits(key, sizeof(key)), tess);
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if (inserted) {
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ShaderRecompiler::AnalyzeTessellationPrograms(params[0].code, params[1].code,
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entry->second);
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}
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tess = entry->second;
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}
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for (auto& stage: input_info) {
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stage.tess = tess;
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}
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