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diff --git a/src/video_core/renderer_opengl/gl_shader_disk_cache.h b/src/video_core/renderer_opengl/gl_shader_disk_cache.h
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+++ b/src/video_core/renderer_opengl/gl_shader_disk_cache.h
@@ -0,0 +1,245 @@
+// Copyright 2019 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <optional>
+#include <string>
+#include <tuple>
+#include <unordered_map>
+#include <unordered_set>
+#include <utility>
+#include <vector>
+
+#include <glad/glad.h>
+
+#include "common/assert.h"
+#include "common/common_types.h"
+#include "video_core/engines/maxwell_3d.h"
+#include "video_core/renderer_opengl/gl_shader_gen.h"
+
+namespace Core {
+class System;
+}
+
+namespace FileUtil {
+class IOFile;
+}
+
+namespace OpenGL {
+
+using ProgramCode = std::vector<u64>;
+using Maxwell = Tegra::Engines::Maxwell3D::Regs;
+
+/// Allocated bindings used by an OpenGL shader program
+struct BaseBindings {
+ u32 cbuf{};
+ u32 gmem{};
+ u32 sampler{};
+
+ bool operator==(const BaseBindings& rhs) const {
+ return std::tie(cbuf, gmem, sampler) == std::tie(rhs.cbuf, rhs.gmem, rhs.sampler);
+ }
+
+ bool operator!=(const BaseBindings& rhs) const {
+ return !operator==(rhs);
+ }
+};
+
+/// Describes how a shader is used
+struct ShaderDiskCacheUsage {
+ u64 unique_identifier{};
+ BaseBindings bindings;
+ GLenum primitive{};
+
+ bool operator==(const ShaderDiskCacheUsage& rhs) const {
+ return std::tie(unique_identifier, bindings, primitive) ==
+ std::tie(rhs.unique_identifier, rhs.bindings, rhs.primitive);
+ }
+
+ bool operator!=(const ShaderDiskCacheUsage& rhs) const {
+ return !operator==(rhs);
+ }
+};
+
+} // namespace OpenGL
+
+namespace std {
+
+template <>
+struct hash<OpenGL::BaseBindings> {
+ std::size_t operator()(const OpenGL::BaseBindings& bindings) const {
+ return bindings.cbuf | bindings.gmem << 8 | bindings.sampler << 16;
+ }
+};
+
+template <>
+struct hash<OpenGL::ShaderDiskCacheUsage> {
+ std::size_t operator()(const OpenGL::ShaderDiskCacheUsage& usage) const {
+ return static_cast<std::size_t>(usage.unique_identifier) ^
+ std::hash<OpenGL::BaseBindings>()(usage.bindings) ^ usage.primitive << 16;
+ }
+};
+
+} // namespace std
+
+namespace OpenGL {
+
+/// Describes a shader how it's used by the guest GPU
+class ShaderDiskCacheRaw {
+public:
+ explicit ShaderDiskCacheRaw(u64 unique_identifier, Maxwell::ShaderProgram program_type,
+ u32 program_code_size, u32 program_code_size_b,
+ ProgramCode program_code, ProgramCode program_code_b);
+ ShaderDiskCacheRaw();
+ ~ShaderDiskCacheRaw();
+
+ bool Load(FileUtil::IOFile& file);
+
+ bool Save(FileUtil::IOFile& file) const;
+
+ u64 GetUniqueIdentifier() const {
+ return unique_identifier;
+ }
+
+ bool HasProgramA() const {
+ return program_type == Maxwell::ShaderProgram::VertexA;
+ }
+
+ Maxwell::ShaderProgram GetProgramType() const {
+ return program_type;
+ }
+
+ Maxwell::ShaderStage GetProgramStage() const {
+ switch (program_type) {
+ case Maxwell::ShaderProgram::VertexA:
+ case Maxwell::ShaderProgram::VertexB:
+ return Maxwell::ShaderStage::Vertex;
+ case Maxwell::ShaderProgram::TesselationControl:
+ return Maxwell::ShaderStage::TesselationControl;
+ case Maxwell::ShaderProgram::TesselationEval:
+ return Maxwell::ShaderStage::TesselationEval;
+ case Maxwell::ShaderProgram::Geometry:
+ return Maxwell::ShaderStage::Geometry;
+ case Maxwell::ShaderProgram::Fragment:
+ return Maxwell::ShaderStage::Fragment;
+ }
+ UNREACHABLE();
+ }
+
+ const ProgramCode& GetProgramCode() const {
+ return program_code;
+ }
+
+ const ProgramCode& GetProgramCodeB() const {
+ return program_code_b;
+ }
+
+private:
+ u64 unique_identifier{};
+ Maxwell::ShaderProgram program_type{};
+ u32 program_code_size{};
+ u32 program_code_size_b{};
+
+ ProgramCode program_code;
+ ProgramCode program_code_b;
+};
+
+/// Contains decompiled data from a shader
+struct ShaderDiskCacheDecompiled {
+ std::string code;
+ GLShader::ShaderEntries entries;
+};
+
+/// Contains an OpenGL dumped binary program
+struct ShaderDiskCacheDump {
+ GLenum binary_format;
+ std::vector<u8> binary;
+};
+
+class ShaderDiskCacheOpenGL {
+public:
+ explicit ShaderDiskCacheOpenGL(Core::System& system);
+
+ /// Loads transferable cache. If file has a old version or on failure, it deletes the file.
+ std::optional<std::pair<std::vector<ShaderDiskCacheRaw>, std::vector<ShaderDiskCacheUsage>>>
+ LoadTransferable();
+
+ /// Loads current game's precompiled cache. Invalidates on failure.
+ std::pair<std::unordered_map<u64, ShaderDiskCacheDecompiled>,
+ std::unordered_map<ShaderDiskCacheUsage, ShaderDiskCacheDump>>
+ LoadPrecompiled();
+
+ /// Removes the transferable (and precompiled) cache file.
+ void InvalidateTransferable() const;
+
+ /// Removes the precompiled cache file.
+ void InvalidatePrecompiled() const;
+
+ /// Saves a raw dump to the transferable file. Checks for collisions.
+ void SaveRaw(const ShaderDiskCacheRaw& entry);
+
+ /// Saves shader usage to the transferable file. Does not check for collisions.
+ void SaveUsage(const ShaderDiskCacheUsage& usage);
+
+ /// Saves a decompiled entry to the precompiled file. Does not check for collisions.
+ void SaveDecompiled(u64 unique_identifier, const std::string& code,
+ const GLShader::ShaderEntries& entries);
+
+ /// Saves a dump entry to the precompiled file. Does not check for collisions.
+ void SaveDump(const ShaderDiskCacheUsage& usage, GLuint program);
+
+private:
+ /// Loads the transferable cache. Returns empty on failure.
+ std::optional<std::pair<std::unordered_map<u64, ShaderDiskCacheDecompiled>,
+ std::unordered_map<ShaderDiskCacheUsage, ShaderDiskCacheDump>>>
+ LoadPrecompiledFile(FileUtil::IOFile& file);
+
+ /// Loads a decompiled cache entry from the passed file. Returns empty on failure.
+ std::optional<ShaderDiskCacheDecompiled> LoadDecompiledEntry(FileUtil::IOFile& file);
+
+ /// Saves a decompiled entry to the passed file. Returns true on success.
+ bool SaveDecompiledFile(FileUtil::IOFile& file, u64 unique_identifier, const std::string& code,
+ const std::vector<u8>& compressed_code,
+ const GLShader::ShaderEntries& entries);
+
+ /// Returns if the cache can be used
+ bool IsUsable() const;
+
+ /// Opens current game's transferable file and write it's header if it doesn't exist
+ FileUtil::IOFile AppendTransferableFile() const;
+
+ /// Opens current game's precompiled file and write it's header if it doesn't exist
+ FileUtil::IOFile AppendPrecompiledFile() const;
+
+ /// Create shader disk cache directories. Returns true on success.
+ bool EnsureDirectories() const;
+
+ /// Gets current game's transferable file path
+ std::string GetTransferablePath() const;
+
+ /// Gets current game's precompiled file path
+ std::string GetPrecompiledPath() const;
+
+ /// Get user's transferable directory path
+ std::string GetTransferableDir() const;
+
+ /// Get user's precompiled directory path
+ std::string GetPrecompiledDir() const;
+
+ /// Get user's shader directory path
+ std::string GetBaseDir() const;
+
+ /// Get current game's title id
+ std::string GetTitleID() const;
+
+ // Copre system
+ Core::System& system;
+ // Stored transferable shaders
+ std::map<u64, std::unordered_set<ShaderDiskCacheUsage>> transferable;
+ // The cache has been loaded at boot
+ bool tried_to_load{};
+};
+
+} // namespace OpenGL \ No newline at end of file