[shader_recompiler] use reusable stable_vector<> instead of object pools

Signed-off-by: lizzie <lizzie@eden-emu.dev>
This commit is contained in:
lizzie 2026-03-23 20:37:56 +00:00
parent 772e38cb8d
commit 4fe8b533d8
17 changed files with 313 additions and 491 deletions

View file

@ -1,3 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@ -7,7 +10,7 @@
#include "shader_recompiler/frontend/ir/basic_block.h"
#include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/frontend/maxwell/control_flow.h"
#include "shader_recompiler/object_pool.h"
#include "shader_recompiler/frontend/maxwell/structured_control_flow.h"
#include "shader_recompiler/runtime_info.h"
namespace Shader {
@ -16,22 +19,17 @@ struct HostTranslateInfo;
namespace Shader::Maxwell {
[[nodiscard]] IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool,
ObjectPool<IR::Block>& block_pool, Environment& env,
Flow::CFG& cfg, const HostTranslateInfo& host_info);
struct ShaderPools;
[[nodiscard]] IR::Program MergeDualVertexPrograms(IR::Program& vertex_a, IR::Program& vertex_b,
Environment& env_vertex_b);
[[nodiscard]] IR::Program TranslateProgram(ShaderPools& pools, Environment& env, Flow::CFG& cfg, const HostTranslateInfo& host_info);
[[nodiscard]] IR::Program MergeDualVertexPrograms(IR::Program& vertex_a, IR::Program& vertex_b, Environment& env_vertex_b);
void ConvertLegacyToGeneric(IR::Program& program, const RuntimeInfo& runtime_info);
// Maxwell v1 and older Nvidia cards don't support setting gl_Layer from non-geometry stages.
// This creates a workaround by setting the layer as a generic output and creating a
// passthrough geometry shader that reads the generic and sets the layer.
[[nodiscard]] IR::Program GenerateGeometryPassthrough(ObjectPool<IR::Inst>& inst_pool,
ObjectPool<IR::Block>& block_pool,
const HostTranslateInfo& host_info,
IR::Program& source_program,
Shader::OutputTopology output_topology);
[[nodiscard]] IR::Program GenerateGeometryPassthrough(ShaderPools& pools, const HostTranslateInfo& host_info, IR::Program& source_program, Shader::OutputTopology output_topology);
} // namespace Shader::Maxwell