yuzu/src/video_core/renderer_opengl/gl_shader_cache.cpp

617 lines
26 KiB
C++
Executable File

// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <atomic>
#include <fstream>
#include <functional>
#include <mutex>
#include <string>
#include <thread>
#include "common/alignment.h"
#include "common/assert.h"
#include "common/fs/fs.h"
#include "common/fs/path_util.h"
#include "common/logging/log.h"
#include "common/settings.h"
#include "common/thread_worker.h"
#include "shader_recompiler/backend/glasm/emit_glasm.h"
#include "shader_recompiler/backend/glsl/emit_glsl.h"
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/frontend/maxwell/control_flow.h"
#include "shader_recompiler/frontend/maxwell/translate_program.h"
#include "shader_recompiler/profile.h"
#include "video_core/engines/draw_manager.h"
#include "video_core/engines/kepler_compute.h"
#include "video_core/engines/maxwell_3d.h"
#include "video_core/memory_manager.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_shader_cache.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/gl_state_tracker.h"
#include "video_core/shader_cache.h"
#include "video_core/shader_environment.h"
#include "video_core/shader_notify.h"
namespace OpenGL {
namespace {
using Shader::Backend::GLASM::EmitGLASM;
using Shader::Backend::GLSL::EmitGLSL;
using Shader::Backend::SPIRV::EmitSPIRV;
using Shader::Maxwell::ConvertLegacyToGeneric;
using Shader::Maxwell::GenerateGeometryPassthrough;
using Shader::Maxwell::MergeDualVertexPrograms;
using Shader::Maxwell::TranslateProgram;
using VideoCommon::ComputeEnvironment;
using VideoCommon::FileEnvironment;
using VideoCommon::GenericEnvironment;
using VideoCommon::GraphicsEnvironment;
using VideoCommon::LoadPipelines;
using VideoCommon::SerializePipeline;
using Context = ShaderContext::Context;
constexpr u32 CACHE_VERSION = 10;
template <typename Container>
auto MakeSpan(Container& container) {
return std::span(container.data(), container.size());
}
Shader::OutputTopology MaxwellToOutputTopology(Maxwell::PrimitiveTopology topology) {
switch (topology) {
case Maxwell::PrimitiveTopology::Points:
return Shader::OutputTopology::PointList;
case Maxwell::PrimitiveTopology::LineStrip:
return Shader::OutputTopology::LineStrip;
default:
return Shader::OutputTopology::TriangleStrip;
}
}
Shader::RuntimeInfo MakeRuntimeInfo(const GraphicsPipelineKey& key,
const Shader::IR::Program& program,
const Shader::IR::Program* previous_program,
bool glasm_use_storage_buffers, bool use_assembly_shaders) {
Shader::RuntimeInfo info;
if (previous_program) {
info.previous_stage_stores = previous_program->info.stores;
info.previous_stage_legacy_stores_mapping = previous_program->info.legacy_stores_mapping;
} else {
// Mark all stores as available for vertex shaders
info.previous_stage_stores.mask.set();
}
switch (program.stage) {
case Shader::Stage::VertexB:
case Shader::Stage::Geometry:
if (!use_assembly_shaders && key.xfb_enabled != 0) {
auto [varyings, count] = VideoCommon::MakeTransformFeedbackVaryings(key.xfb_state);
info.xfb_varyings = varyings;
info.xfb_count = count;
}
break;
case Shader::Stage::TessellationEval:
// Flip the face, as OpenGL's drawing is flipped.
info.tess_clockwise = key.tessellation_clockwise == 0;
info.tess_primitive = [&key] {
switch (key.tessellation_primitive) {
case Maxwell::Tessellation::DomainType::Isolines:
return Shader::TessPrimitive::Isolines;
case Maxwell::Tessellation::DomainType::Triangles:
return Shader::TessPrimitive::Triangles;
case Maxwell::Tessellation::DomainType::Quads:
return Shader::TessPrimitive::Quads;
}
ASSERT(false);
return Shader::TessPrimitive::Triangles;
}();
info.tess_spacing = [&] {
switch (key.tessellation_spacing) {
case Maxwell::Tessellation::Spacing::Integer:
return Shader::TessSpacing::Equal;
case Maxwell::Tessellation::Spacing::FractionalOdd:
return Shader::TessSpacing::FractionalOdd;
case Maxwell::Tessellation::Spacing::FractionalEven:
return Shader::TessSpacing::FractionalEven;
}
ASSERT(false);
return Shader::TessSpacing::Equal;
}();
break;
case Shader::Stage::Fragment:
info.force_early_z = key.early_z != 0;
break;
default:
break;
}
switch (key.gs_input_topology) {
case Maxwell::PrimitiveTopology::Points:
info.input_topology = Shader::InputTopology::Points;
break;
case Maxwell::PrimitiveTopology::Lines:
case Maxwell::PrimitiveTopology::LineLoop:
case Maxwell::PrimitiveTopology::LineStrip:
info.input_topology = Shader::InputTopology::Lines;
break;
case Maxwell::PrimitiveTopology::Triangles:
case Maxwell::PrimitiveTopology::TriangleStrip:
case Maxwell::PrimitiveTopology::TriangleFan:
case Maxwell::PrimitiveTopology::Quads:
case Maxwell::PrimitiveTopology::QuadStrip:
case Maxwell::PrimitiveTopology::Polygon:
case Maxwell::PrimitiveTopology::Patches:
info.input_topology = Shader::InputTopology::Triangles;
break;
case Maxwell::PrimitiveTopology::LinesAdjacency:
case Maxwell::PrimitiveTopology::LineStripAdjacency:
info.input_topology = Shader::InputTopology::LinesAdjacency;
break;
case Maxwell::PrimitiveTopology::TrianglesAdjacency:
case Maxwell::PrimitiveTopology::TriangleStripAdjacency:
info.input_topology = Shader::InputTopology::TrianglesAdjacency;
break;
}
info.glasm_use_storage_buffers = glasm_use_storage_buffers;
return info;
}
void SetXfbState(VideoCommon::TransformFeedbackState& state, const Maxwell& regs) {
std::ranges::transform(regs.transform_feedback.controls, state.layouts.begin(),
[](const auto& layout) {
return VideoCommon::TransformFeedbackState::Layout{
.stream = layout.stream,
.varying_count = layout.varying_count,
.stride = layout.stride,
};
});
state.varyings = regs.stream_out_layout;
}
} // Anonymous namespace
ShaderCache::ShaderCache(Tegra::MaxwellDeviceMemoryManager& device_memory_,
Core::Frontend::EmuWindow& emu_window_, const Device& device_,
TextureCache& texture_cache_, BufferCache& buffer_cache_,
ProgramManager& program_manager_, StateTracker& state_tracker_,
VideoCore::ShaderNotify& shader_notify_)
: VideoCommon::ShaderCache{device_memory_}, emu_window{emu_window_}, device{device_},
texture_cache{texture_cache_}, buffer_cache{buffer_cache_}, program_manager{program_manager_},
state_tracker{state_tracker_}, shader_notify{shader_notify_},
use_asynchronous_shaders{device.UseAsynchronousShaders()},
strict_context_required{device.StrictContextRequired()},
profile{
.supported_spirv = 0x00010000,
.unified_descriptor_binding = false,
.support_descriptor_aliasing = false,
.support_int8 = false,
.support_int16 = false,
.support_int64 = device.HasShaderInt64(),
.support_vertex_instance_id = true,
.support_float_controls = false,
.support_separate_denorm_behavior = false,
.support_separate_rounding_mode = false,
.support_fp16_denorm_preserve = false,
.support_fp32_denorm_preserve = false,
.support_fp16_denorm_flush = false,
.support_fp32_denorm_flush = false,
.support_fp16_signed_zero_nan_preserve = false,
.support_fp32_signed_zero_nan_preserve = false,
.support_fp64_signed_zero_nan_preserve = false,
.support_explicit_workgroup_layout = false,
.support_vote = true,
.support_viewport_index_layer_non_geometry =
device.HasNvViewportArray2() || device.HasVertexViewportLayer(),
.support_viewport_mask = device.HasNvViewportArray2(),
.support_typeless_image_loads = device.HasImageLoadFormatted(),
.support_demote_to_helper_invocation = false,
.support_int64_atomics = false,
.support_derivative_control = device.HasDerivativeControl(),
.support_geometry_shader_passthrough = device.HasGeometryShaderPassthrough(),
.support_native_ndc = true,
.support_gl_nv_gpu_shader_5 = device.HasNvGpuShader5(),
.support_gl_amd_gpu_shader_half_float = device.HasAmdShaderHalfFloat(),
.support_gl_texture_shadow_lod = device.HasTextureShadowLod(),
.support_gl_warp_intrinsics = false,
.support_gl_variable_aoffi = device.HasVariableAoffi(),
.support_gl_sparse_textures = device.HasSparseTexture2(),
.support_gl_derivative_control = device.HasDerivativeControl(),
.support_geometry_streams = true,
.warp_size_potentially_larger_than_guest = device.IsWarpSizePotentiallyLargerThanGuest(),
.lower_left_origin_mode = true,
.need_declared_frag_colors = true,
.need_fastmath_off = device.NeedsFastmathOff(),
.need_gather_subpixel_offset = device.IsAmd() || device.IsIntel(),
.has_broken_spirv_clamp = true,
.has_broken_unsigned_image_offsets = true,
.has_broken_signed_operations = true,
.has_broken_fp16_float_controls = false,
.has_gl_component_indexing_bug = device.HasComponentIndexingBug(),
.has_gl_precise_bug = device.HasPreciseBug(),
.has_gl_cbuf_ftou_bug = device.HasCbufFtouBug(),
.has_gl_bool_ref_bug = device.HasBoolRefBug(),
.ignore_nan_fp_comparisons = true,
.gl_max_compute_smem_size = device.GetMaxComputeSharedMemorySize(),
.min_ssbo_alignment = device.GetShaderStorageBufferAlignment(),
.max_user_clip_distances = 8,
},
host_info{
.support_float64 = true,
.support_float16 = false,
.support_int64 = device.HasShaderInt64(),
.needs_demote_reorder = device.IsAmd(),
.support_snorm_render_buffer = false,
.support_viewport_index_layer = device.HasVertexViewportLayer(),
.min_ssbo_alignment = static_cast<u32>(device.GetShaderStorageBufferAlignment()),
.support_geometry_shader_passthrough = device.HasGeometryShaderPassthrough(),
.support_conditional_barrier = device.SupportsConditionalBarriers(),
} {
if (use_asynchronous_shaders) {
workers = CreateWorkers();
}
}
ShaderCache::~ShaderCache() = default;
void ShaderCache::LoadDiskResources(u64 title_id, std::stop_token stop_loading,
const VideoCore::DiskResourceLoadCallback& callback) {
if (title_id == 0) {
return;
}
const auto shader_dir{Common::FS::GetYuzuPath(Common::FS::YuzuPath::ShaderDir)};
const auto base_dir{shader_dir / fmt::format("{:016x}", title_id)};
if (!Common::FS::CreateDir(shader_dir) || !Common::FS::CreateDir(base_dir)) {
LOG_ERROR(Common_Filesystem, "Failed to create shader cache directories");
return;
}
shader_cache_filename = base_dir / "opengl.bin";
if (!workers && !strict_context_required) {
workers = CreateWorkers();
}
std::optional<Context> strict_context;
if (strict_context_required) {
strict_context.emplace(emu_window);
}
struct {
std::mutex mutex;
size_t total{};
size_t built{};
bool has_loaded{};
} state;
const auto queue_work{[&](Common::UniqueFunction<void, Context*>&& work) {
if (strict_context_required) {
work(&strict_context.value());
} else {
workers->QueueWork(std::move(work));
}
}};
const auto load_compute{[&](std::ifstream& file, FileEnvironment env) {
ComputePipelineKey key;
file.read(reinterpret_cast<char*>(&key), sizeof(key));
queue_work([this, key, env_ = std::move(env), &state, &callback](Context* ctx) mutable {
ctx->pools.ReleaseContents();
auto pipeline{CreateComputePipeline(ctx->pools, key, env_, true)};
std::scoped_lock lock{state.mutex};
if (pipeline) {
compute_cache.emplace(key, std::move(pipeline));
}
++state.built;
if (state.has_loaded) {
callback(VideoCore::LoadCallbackStage::Build, state.built, state.total);
}
});
++state.total;
}};
const auto load_graphics{[&](std::ifstream& file, std::vector<FileEnvironment> envs) {
GraphicsPipelineKey key;
file.read(reinterpret_cast<char*>(&key), sizeof(key));
queue_work([this, key, envs_ = std::move(envs), &state, &callback](Context* ctx) mutable {
boost::container::static_vector<Shader::Environment*, 5> env_ptrs;
for (auto& env : envs_) {
env_ptrs.push_back(&env);
}
ctx->pools.ReleaseContents();
auto pipeline{CreateGraphicsPipeline(ctx->pools, key, MakeSpan(env_ptrs), false, true)};
std::scoped_lock lock{state.mutex};
if (pipeline) {
graphics_cache.emplace(key, std::move(pipeline));
}
++state.built;
if (state.has_loaded) {
callback(VideoCore::LoadCallbackStage::Build, state.built, state.total);
}
});
++state.total;
}};
LoadPipelines(stop_loading, shader_cache_filename, CACHE_VERSION, load_compute, load_graphics);
LOG_INFO(Render_OpenGL, "Total Pipeline Count: {}", state.total);
std::unique_lock lock{state.mutex};
callback(VideoCore::LoadCallbackStage::Build, 0, state.total);
state.has_loaded = true;
lock.unlock();
if (strict_context_required) {
return;
}
workers->WaitForRequests(stop_loading);
if (!use_asynchronous_shaders) {
workers.reset();
}
}
GraphicsPipeline* ShaderCache::CurrentGraphicsPipeline() {
if (!RefreshStages(graphics_key.unique_hashes)) {
current_pipeline = nullptr;
return nullptr;
}
const auto& regs{maxwell3d->regs};
graphics_key.raw = 0;
graphics_key.early_z.Assign(regs.mandated_early_z != 0 ? 1 : 0);
graphics_key.gs_input_topology.Assign(maxwell3d->draw_manager->GetDrawState().topology);
graphics_key.tessellation_primitive.Assign(regs.tessellation.params.domain_type.Value());
graphics_key.tessellation_spacing.Assign(regs.tessellation.params.spacing.Value());
graphics_key.tessellation_clockwise.Assign(
regs.tessellation.params.output_primitives.Value() ==
Maxwell::Tessellation::OutputPrimitives::Triangles_CW);
graphics_key.xfb_enabled.Assign(regs.transform_feedback_enabled != 0 ? 1 : 0);
graphics_key.app_stage.Assign(maxwell3d->engine_state);
if (graphics_key.xfb_enabled) {
SetXfbState(graphics_key.xfb_state, regs);
}
if (current_pipeline && graphics_key == current_pipeline->Key()) {
return BuiltPipeline(current_pipeline);
}
return CurrentGraphicsPipelineSlowPath();
}
GraphicsPipeline* ShaderCache::CurrentGraphicsPipelineSlowPath() {
const auto [pair, is_new]{graphics_cache.try_emplace(graphics_key)};
auto& pipeline{pair->second};
if (is_new) {
pipeline = CreateGraphicsPipeline();
}
if (!pipeline) {
return nullptr;
}
current_pipeline = pipeline.get();
return BuiltPipeline(current_pipeline);
}
GraphicsPipeline* ShaderCache::BuiltPipeline(GraphicsPipeline* pipeline) const noexcept {
if (pipeline->IsBuilt()) {
return pipeline;
}
if (!use_asynchronous_shaders) {
return pipeline;
}
// If something is using depth, we can assume that games are not rendering anything which
// will be used one time.
if (maxwell3d->regs.zeta_enable) {
return nullptr;
}
// If games are using a small index count, we can assume these are full screen quads.
// Usually these shaders are only used once for building textures so we can assume they
// can't be built async
const auto& draw_state = maxwell3d->draw_manager->GetDrawState();
if (draw_state.index_buffer.count <= 6 || draw_state.vertex_buffer.count <= 6) {
return pipeline;
}
return nullptr;
}
ComputePipeline* ShaderCache::CurrentComputePipeline() {
const VideoCommon::ShaderInfo* const shader{ComputeShader()};
if (!shader) {
return nullptr;
}
const auto& qmd{kepler_compute->launch_description};
const ComputePipelineKey key{
.unique_hash = shader->unique_hash,
.shared_memory_size = qmd.shared_alloc,
.workgroup_size{qmd.block_dim_x, qmd.block_dim_y, qmd.block_dim_z},
};
const auto [pair, is_new]{compute_cache.try_emplace(key)};
auto& pipeline{pair->second};
if (!is_new) {
return pipeline.get();
}
pipeline = CreateComputePipeline(key, shader);
return pipeline.get();
}
std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline() {
GraphicsEnvironments environments;
GetGraphicsEnvironments(environments, graphics_key.unique_hashes);
main_pools.ReleaseContents();
auto pipeline{CreateGraphicsPipeline(main_pools, graphics_key, environments.Span(),
use_asynchronous_shaders)};
if (!pipeline || shader_cache_filename.empty()) {
return pipeline;
}
boost::container::static_vector<const GenericEnvironment*, Maxwell::MaxShaderProgram> env_ptrs;
for (size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) {
if (graphics_key.unique_hashes[index] != 0) {
env_ptrs.push_back(&environments.envs[index]);
}
}
SerializePipeline(graphics_key, env_ptrs, shader_cache_filename, CACHE_VERSION);
return pipeline;
}
std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
ShaderContext::ShaderPools& pools, const GraphicsPipelineKey& key,
std::span<Shader::Environment* const> envs, bool use_shader_workers,
bool force_context_flush) try {
auto hash = key.Hash();
LOG_INFO(Render_OpenGL, "0x{:016x}", hash);
size_t env_index{};
u32 total_storage_buffers{};
std::array<Shader::IR::Program, Maxwell::MaxShaderProgram> programs;
const bool uses_vertex_a{key.unique_hashes[0] != 0};
const bool uses_vertex_b{key.unique_hashes[1] != 0};
// Layer passthrough generation for devices without GL_ARB_shader_viewport_layer_array
Shader::IR::Program* layer_source_program{};
for (size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) {
const bool is_emulated_stage = layer_source_program != nullptr &&
index == static_cast<u32>(Maxwell::ShaderType::Geometry);
if (key.unique_hashes[index] == 0 && is_emulated_stage) {
auto topology = MaxwellToOutputTopology(key.gs_input_topology);
programs[index] = GenerateGeometryPassthrough(pools.inst, pools.block, host_info,
*layer_source_program, topology);
continue;
}
if (key.unique_hashes[index] == 0) {
continue;
}
Shader::Environment& env{*envs[env_index]};
++env_index;
const u32 cfg_offset{static_cast<u32>(env.StartAddress() + sizeof(Shader::ProgramHeader))};
Shader::Maxwell::Flow::CFG cfg(env, pools.flow_block, cfg_offset, index == 0);
if (Settings::values.dump_shaders) {
env.Dump(hash, key.unique_hashes[index]);
}
if (!uses_vertex_a || index != 1) {
// Normal path
programs[index] = TranslateProgram(pools.inst, pools.block, env, cfg, host_info);
total_storage_buffers +=
Shader::NumDescriptors(programs[index].info.storage_buffers_descriptors);
} else {
// VertexB path when VertexA is present.
auto& program_va{programs[0]};
auto program_vb{TranslateProgram(pools.inst, pools.block, env, cfg, host_info)};
total_storage_buffers +=
Shader::NumDescriptors(program_vb.info.storage_buffers_descriptors);
programs[index] = MergeDualVertexPrograms(program_va, program_vb, env);
}
if (programs[index].info.requires_layer_emulation) {
layer_source_program = &programs[index];
}
}
const u32 glasm_storage_buffer_limit{device.GetMaxGLASMStorageBufferBlocks()};
const bool glasm_use_storage_buffers{total_storage_buffers <= glasm_storage_buffer_limit};
std::array<const Shader::Info*, Maxwell::MaxShaderStage> infos{};
std::array<std::string, 5> sources;
std::array<std::vector<u32>, 5> sources_spirv;
Shader::Backend::Bindings binding;
Shader::IR::Program* previous_program{};
const bool use_glasm{device.UseAssemblyShaders()};
const size_t first_index = uses_vertex_a && uses_vertex_b ? 1 : 0;
for (size_t index = first_index; index < Maxwell::MaxShaderProgram; ++index) {
const bool is_emulated_stage = layer_source_program != nullptr &&
index == static_cast<u32>(Maxwell::ShaderType::Geometry);
if (key.unique_hashes[index] == 0 && !is_emulated_stage) {
continue;
}
UNIMPLEMENTED_IF(index == 0);
Shader::IR::Program& program{programs[index]};
const size_t stage_index{index - 1};
infos[stage_index] = &program.info;
const auto runtime_info{
MakeRuntimeInfo(key, program, previous_program, glasm_use_storage_buffers, use_glasm)};
switch (device.GetShaderBackend()) {
case Settings::ShaderBackend::Glsl:
ConvertLegacyToGeneric(program, runtime_info);
sources[stage_index] = EmitGLSL(profile, runtime_info, program, binding);
break;
case Settings::ShaderBackend::Glasm:
sources[stage_index] = EmitGLASM(profile, runtime_info, program, binding);
break;
case Settings::ShaderBackend::SpirV:
ConvertLegacyToGeneric(program, runtime_info);
sources_spirv[stage_index] = EmitSPIRV(profile, runtime_info, program, binding);
break;
}
previous_program = &program;
}
auto* const thread_worker{use_shader_workers ? workers.get() : nullptr};
return std::make_unique<GraphicsPipeline>(device, texture_cache, buffer_cache, program_manager,
state_tracker, thread_worker, &shader_notify, sources,
sources_spirv, infos, key, force_context_flush);
} catch (Shader::Exception& exception) {
LOG_ERROR(Render_OpenGL, "{}", exception.what());
return nullptr;
}
std::unique_ptr<ComputePipeline> ShaderCache::CreateComputePipeline(
const ComputePipelineKey& key, const VideoCommon::ShaderInfo* shader) {
const GPUVAddr program_base{kepler_compute->regs.code_loc.Address()};
const auto& qmd{kepler_compute->launch_description};
ComputeEnvironment env{*kepler_compute, *gpu_memory, program_base, qmd.program_start};
env.SetCachedSize(shader->size_bytes);
main_pools.ReleaseContents();
auto pipeline{CreateComputePipeline(main_pools, key, env)};
if (!pipeline || shader_cache_filename.empty()) {
return pipeline;
}
SerializePipeline(key, std::array<const GenericEnvironment*, 1>{&env}, shader_cache_filename,
CACHE_VERSION);
return pipeline;
}
std::unique_ptr<ComputePipeline> ShaderCache::CreateComputePipeline(
ShaderContext::ShaderPools& pools, const ComputePipelineKey& key, Shader::Environment& env,
bool force_context_flush) try {
auto hash = key.Hash();
LOG_INFO(Render_OpenGL, "0x{:016x}", hash);
Shader::Maxwell::Flow::CFG cfg{env, pools.flow_block, env.StartAddress()};
if (Settings::values.dump_shaders) {
env.Dump(hash, key.unique_hash);
}
auto program{TranslateProgram(pools.inst, pools.block, env, cfg, host_info)};
const u32 num_storage_buffers{Shader::NumDescriptors(program.info.storage_buffers_descriptors)};
Shader::RuntimeInfo info;
info.glasm_use_storage_buffers = num_storage_buffers <= device.GetMaxGLASMStorageBufferBlocks();
std::string code{};
std::vector<u32> code_spirv;
switch (device.GetShaderBackend()) {
case Settings::ShaderBackend::Glsl:
code = EmitGLSL(profile, program);
break;
case Settings::ShaderBackend::Glasm:
code = EmitGLASM(profile, info, program);
break;
case Settings::ShaderBackend::SpirV:
code_spirv = EmitSPIRV(profile, program);
break;
}
return std::make_unique<ComputePipeline>(device, texture_cache, buffer_cache, program_manager,
program.info, code, code_spirv, force_context_flush);
} catch (Shader::Exception& exception) {
LOG_ERROR(Render_OpenGL, "{}", exception.what());
return nullptr;
}
std::unique_ptr<ShaderWorker> ShaderCache::CreateWorkers() const {
return std::make_unique<ShaderWorker>(std::max(std::thread::hardware_concurrency(), 2U) - 1,
"GlShaderBuilder",
[this] { return Context{emu_window}; });
}
} // namespace OpenGL