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Hook shader JIT to config file
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bc3377ac78
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3 changed files with 13 additions and 6 deletions
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@ -12,7 +12,7 @@ using namespace Floats;
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// Note: For when we have multiple backends, the GL state manager can stay here and have the constructor for the Vulkan-or-whatever renderer ignore it
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// Thus, our GLStateManager being here does not negatively impact renderer-agnosticness
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GPU::GPU(Memory& mem, GLStateManager& gl) : mem(mem), renderer(*this, gl, regs) {
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GPU::GPU(Memory& mem, GLStateManager& gl, EmulatorConfig& config) : mem(mem), renderer(*this, gl, regs), config(config) {
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vram = new u8[vramSize];
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mem.setVRAM(vram); // Give the bus a pointer to our VRAM
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}
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@ -47,15 +47,15 @@ void GPU::reset() {
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// Call the correct version of drawArrays based on whether this is an indexed draw (first template parameter)
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// And whether we are going to use the shader JIT (second template parameter)
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void GPU::drawArrays(bool indexed) {
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constexpr bool shaderJITEnabled = false; // TODO: Make a configurable option
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const bool shaderJITEnabled = ShaderJIT::isAvailable() && config.shaderJitEnabled;
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if (indexed) {
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if constexpr (ShaderJIT::isAvailable() && shaderJITEnabled)
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if (shaderJITEnabled)
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drawArrays<true, true>();
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else
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drawArrays<true, false>();
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} else {
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if constexpr (ShaderJIT::isAvailable() && shaderJITEnabled)
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if (shaderJITEnabled)
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drawArrays<false, true>();
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else
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drawArrays<false, false>();
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