From 453d7419d92fc089c8a3c55e1c9ac344ebd161b3 Mon Sep 17 00:00:00 2001
From: ReinUsesLisp <reinuseslisp@airmail.cc>
Date: Tue, 14 Apr 2020 01:34:20 -0300
Subject: [PATCH] gl_shader_cache: Use CompileDepth::FullDecompile on GLSL

From my testing on a Splatoon 2 shader that takes 3800ms on average to
compile changing to FullDecompile reduces it to 900ms on average.

The shader decoder will automatically fallback to a more naive method if
it can't use full decompile.
---
 src/video_core/renderer_opengl/gl_shader_cache.cpp | 4 +++-
 1 file changed, 3 insertions(+), 1 deletion(-)

diff --git a/src/video_core/renderer_opengl/gl_shader_cache.cpp b/src/video_core/renderer_opengl/gl_shader_cache.cpp
index 6d2ff20f9..12c6dcfde 100644
--- a/src/video_core/renderer_opengl/gl_shader_cache.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_cache.cpp
@@ -34,6 +34,8 @@
 namespace OpenGL {
 
 using Tegra::Engines::ShaderType;
+using VideoCommon::Shader::CompileDepth;
+using VideoCommon::Shader::CompilerSettings;
 using VideoCommon::Shader::ProgramCode;
 using VideoCommon::Shader::Registry;
 using VideoCommon::Shader::ShaderIR;
@@ -43,7 +45,7 @@ namespace {
 constexpr u32 STAGE_MAIN_OFFSET = 10;
 constexpr u32 KERNEL_MAIN_OFFSET = 0;
 
-constexpr VideoCommon::Shader::CompilerSettings COMPILER_SETTINGS{};
+constexpr CompilerSettings COMPILER_SETTINGS{CompileDepth::FullDecompile};
 
 /// Gets the address for the specified shader stage program
 GPUVAddr GetShaderAddress(Core::System& system, Maxwell::ShaderProgram program) {