// Copyright 2018 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.

#include <algorithm>
#include <thread>
#include <unordered_map>
#include <boost/functional/hash.hpp>
#include <boost/variant.hpp>
#include "core/core.h"
#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/video_core.h"

namespace OpenGL {

static u64 GetUniqueIdentifier(const Pica::Regs& regs, const ProgramCode& code) {
    std::size_t hash = 0;
    u64 regs_uid = Common::ComputeHash64(regs.reg_array.data(), Pica::Regs::NUM_REGS * sizeof(u32));
    boost::hash_combine(hash, regs_uid);
    if (code.size() > 0) {
        u64 code_uid = Common::ComputeHash64(code.data(), code.size() * sizeof(u32));
        boost::hash_combine(hash, code_uid);
    }
    return static_cast<u64>(hash);
}

static OGLProgram GeneratePrecompiledProgram(const ShaderDiskCacheDump& dump,
                                             const std::set<GLenum>& supported_formats) {

    if (supported_formats.find(dump.binary_format) == supported_formats.end()) {
        LOG_INFO(Render_OpenGL, "Precompiled cache entry with unsupported format - removing");
        return {};
    }

    auto shader = OGLProgram();
    shader.handle = glCreateProgram();
    glProgramParameteri(shader.handle, GL_PROGRAM_SEPARABLE, GL_TRUE);
    glProgramBinary(shader.handle, dump.binary_format, dump.binary.data(),
                    static_cast<GLsizei>(dump.binary.size()));

    GLint link_status{};
    glGetProgramiv(shader.handle, GL_LINK_STATUS, &link_status);
    if (link_status == GL_FALSE) {
        LOG_INFO(Render_OpenGL, "Precompiled cache rejected by the driver - removing");
        return {};
    }

    return shader;
}

static std::set<GLenum> GetSupportedFormats() {
    std::set<GLenum> supported_formats;

    GLint num_formats{};
    glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &num_formats);

    std::vector<GLint> formats(num_formats);
    glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, formats.data());

    for (const GLint format : formats)
        supported_formats.insert(static_cast<GLenum>(format));
    return supported_formats;
}

static std::tuple<PicaVSConfig, Pica::Shader::ShaderSetup> BuildVSConfigFromRaw(
    const ShaderDiskCacheRaw& raw) {
    Pica::Shader::ProgramCode program_code{};
    Pica::Shader::SwizzleData swizzle_data{};
    std::copy_n(raw.GetProgramCode().begin(), Pica::Shader::MAX_PROGRAM_CODE_LENGTH,
                program_code.begin());
    std::copy_n(raw.GetProgramCode().begin() + Pica::Shader::MAX_PROGRAM_CODE_LENGTH,
                Pica::Shader::MAX_SWIZZLE_DATA_LENGTH, swizzle_data.begin());
    Pica::Shader::ShaderSetup setup;
    setup.program_code = program_code;
    setup.swizzle_data = swizzle_data;
    return {PicaVSConfig{raw.GetRawShaderConfig().vs, setup}, setup};
}

static void SetShaderUniformBlockBinding(GLuint shader, const char* name, UniformBindings binding,
                                         std::size_t expected_size) {
    const GLuint ub_index = glGetUniformBlockIndex(shader, name);
    if (ub_index == GL_INVALID_INDEX) {
        return;
    }
    GLint ub_size = 0;
    glGetActiveUniformBlockiv(shader, ub_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ub_size);
    ASSERT_MSG(ub_size == expected_size, "Uniform block size did not match! Got {}, expected {}",
               static_cast<int>(ub_size), expected_size);
    glUniformBlockBinding(shader, ub_index, static_cast<GLuint>(binding));
}

static void SetShaderUniformBlockBindings(GLuint shader) {
    SetShaderUniformBlockBinding(shader, "shader_data", UniformBindings::Common,
                                 sizeof(UniformData));
    SetShaderUniformBlockBinding(shader, "vs_config", UniformBindings::VS, sizeof(VSUniformData));
}

static void SetShaderSamplerBinding(GLuint shader, const char* name,
                                    TextureUnits::TextureUnit binding) {
    GLint uniform_tex = glGetUniformLocation(shader, name);
    if (uniform_tex != -1) {
        glUniform1i(uniform_tex, binding.id);
    }
}

static void SetShaderImageBinding(GLuint shader, const char* name, GLuint binding) {
    GLint uniform_tex = glGetUniformLocation(shader, name);
    if (uniform_tex != -1) {
        glUniform1i(uniform_tex, static_cast<GLint>(binding));
    }
}

static void SetShaderSamplerBindings(GLuint shader) {
    OpenGLState cur_state = OpenGLState::GetCurState();
    GLuint old_program = std::exchange(cur_state.draw.shader_program, shader);
    cur_state.Apply();

    // Set the texture samplers to correspond to different texture units
    SetShaderSamplerBinding(shader, "tex0", TextureUnits::PicaTexture(0));
    SetShaderSamplerBinding(shader, "tex1", TextureUnits::PicaTexture(1));
    SetShaderSamplerBinding(shader, "tex2", TextureUnits::PicaTexture(2));
    SetShaderSamplerBinding(shader, "tex_cube", TextureUnits::TextureCube);

    // Set the texture samplers to correspond to different lookup table texture units
    SetShaderSamplerBinding(shader, "texture_buffer_lut_rg", TextureUnits::TextureBufferLUT_RG);
    SetShaderSamplerBinding(shader, "texture_buffer_lut_rgba", TextureUnits::TextureBufferLUT_RGBA);

    SetShaderImageBinding(shader, "shadow_buffer", ImageUnits::ShadowBuffer);
    SetShaderImageBinding(shader, "shadow_texture_px", ImageUnits::ShadowTexturePX);
    SetShaderImageBinding(shader, "shadow_texture_nx", ImageUnits::ShadowTextureNX);
    SetShaderImageBinding(shader, "shadow_texture_py", ImageUnits::ShadowTexturePY);
    SetShaderImageBinding(shader, "shadow_texture_ny", ImageUnits::ShadowTextureNY);
    SetShaderImageBinding(shader, "shadow_texture_pz", ImageUnits::ShadowTexturePZ);
    SetShaderImageBinding(shader, "shadow_texture_nz", ImageUnits::ShadowTextureNZ);

    cur_state.draw.shader_program = old_program;
    cur_state.Apply();
}

void PicaUniformsData::SetFromRegs(const Pica::ShaderRegs& regs,
                                   const Pica::Shader::ShaderSetup& setup) {
    std::transform(std::begin(setup.uniforms.b), std::end(setup.uniforms.b), std::begin(bools),
                   [](bool value) -> BoolAligned { return {value ? GL_TRUE : GL_FALSE}; });
    std::transform(std::begin(regs.int_uniforms), std::end(regs.int_uniforms), std::begin(i),
                   [](const auto& value) -> GLuvec4 {
                       return {value.x.Value(), value.y.Value(), value.z.Value(), value.w.Value()};
                   });
    std::transform(std::begin(setup.uniforms.f), std::end(setup.uniforms.f), std::begin(f),
                   [](const auto& value) -> GLvec4 {
                       return {value.x.ToFloat32(), value.y.ToFloat32(), value.z.ToFloat32(),
                               value.w.ToFloat32()};
                   });
}

/**
 * An object representing a shader program staging. It can be either a shader object or a program
 * object, depending on whether separable program is used.
 */
class OGLShaderStage {
public:
    explicit OGLShaderStage(bool separable) {
        if (separable) {
            shader_or_program = OGLProgram();
        } else {
            shader_or_program = OGLShader();
        }
    }

    void Create(const char* source, GLenum type) {
        if (shader_or_program.which() == 0) {
            boost::get<OGLShader>(shader_or_program).Create(source, type);
        } else {
            OGLShader shader;
            shader.Create(source, type);
            OGLProgram& program = boost::get<OGLProgram>(shader_or_program);
            program.Create(true, {shader.handle});
            SetShaderUniformBlockBindings(program.handle);
            SetShaderSamplerBindings(program.handle);
        }
    }

    GLuint GetHandle() const {
        if (shader_or_program.which() == 0) {
            return boost::get<OGLShader>(shader_or_program).handle;
        } else {
            return boost::get<OGLProgram>(shader_or_program).handle;
        }
    }

    void Inject(OGLProgram&& program) {
        SetShaderUniformBlockBindings(program.handle);
        SetShaderSamplerBindings(program.handle);
        shader_or_program = std::move(program);
    }

private:
    boost::variant<OGLShader, OGLProgram> shader_or_program;
};

class TrivialVertexShader {
public:
    explicit TrivialVertexShader(bool separable) : program(separable) {
        program.Create(GenerateTrivialVertexShader(separable).code.c_str(), GL_VERTEX_SHADER);
    }
    GLuint Get() const {
        return program.GetHandle();
    }

private:
    OGLShaderStage program;
};

template <typename KeyConfigType,
          ShaderDecompiler::ProgramResult (*CodeGenerator)(const KeyConfigType&, bool),
          GLenum ShaderType>
class ShaderCache {
public:
    explicit ShaderCache(bool separable) : separable(separable) {}
    std::tuple<GLuint, std::optional<ShaderDecompiler::ProgramResult>> Get(
        const KeyConfigType& config) {
        auto [iter, new_shader] = shaders.emplace(config, OGLShaderStage{separable});
        OGLShaderStage& cached_shader = iter->second;
        std::optional<ShaderDecompiler::ProgramResult> result{};
        if (new_shader) {
            result = CodeGenerator(config, separable);
            cached_shader.Create(result->code.c_str(), ShaderType);
        }
        return {cached_shader.GetHandle(), std::move(result)};
    }

    void Inject(const KeyConfigType& key, OGLProgram&& program) {
        OGLShaderStage stage{separable};
        stage.Inject(std::move(program));
        shaders.emplace(key, std::move(stage));
    }

private:
    bool separable;
    std::unordered_map<KeyConfigType, OGLShaderStage> shaders;
};

// This is a cache designed for shaders translated from PICA shaders. The first cache matches the
// config structure like a normal cache does. On cache miss, the second cache matches the generated
// GLSL code. The configuration is like this because there might be leftover code in the PICA shader
// program buffer from the previous shader, which is hashed into the config, resulting several
// different config values from the same shader program.
template <typename KeyConfigType,
          std::optional<ShaderDecompiler::ProgramResult> (*CodeGenerator)(
              const Pica::Shader::ShaderSetup&, const KeyConfigType&, bool),
          GLenum ShaderType>
class ShaderDoubleCache {
public:
    explicit ShaderDoubleCache(bool separable) : separable(separable) {}
    std::tuple<GLuint, std::optional<ShaderDecompiler::ProgramResult>> Get(
        const KeyConfigType& key, const Pica::Shader::ShaderSetup& setup) {
        std::optional<ShaderDecompiler::ProgramResult> result{};
        auto map_it = shader_map.find(key);
        if (map_it == shader_map.end()) {
            auto program_opt = CodeGenerator(setup, key, separable);
            if (!program_opt) {
                shader_map[key] = nullptr;
                return {0, std::nullopt};
            }

            std::string& program = program_opt->code;
            auto [iter, new_shader] = shader_cache.emplace(program, OGLShaderStage{separable});
            OGLShaderStage& cached_shader = iter->second;
            if (new_shader) {
                result->code = program;
                cached_shader.Create(program.c_str(), ShaderType);
            }
            shader_map[key] = &cached_shader;
            return {cached_shader.GetHandle(), std::move(result)};
        }

        if (map_it->second == nullptr) {
            return {0, std::nullopt};
        }

        return {map_it->second->GetHandle(), std::nullopt};
    }

    void Inject(const KeyConfigType& key, std::string decomp, OGLProgram&& program) {
        OGLShaderStage stage{separable};
        stage.Inject(std::move(program));
        const auto iter = shader_cache.emplace(std::move(decomp), std::move(stage)).first;
        OGLShaderStage& cached_shader = iter->second;
        shader_map.insert_or_assign(key, &cached_shader);
    }

private:
    bool separable;
    std::unordered_map<KeyConfigType, OGLShaderStage*> shader_map;
    std::unordered_map<std::string, OGLShaderStage> shader_cache;
};

using ProgrammableVertexShaders =
    ShaderDoubleCache<PicaVSConfig, &GenerateVertexShader, GL_VERTEX_SHADER>;

using FixedGeometryShaders =
    ShaderCache<PicaFixedGSConfig, &GenerateFixedGeometryShader, GL_GEOMETRY_SHADER>;

using FragmentShaders = ShaderCache<PicaFSConfig, &GenerateFragmentShader, GL_FRAGMENT_SHADER>;

class ShaderProgramManager::Impl {
public:
    explicit Impl(bool separable, bool is_amd)
        : is_amd(is_amd), separable(separable), programmable_vertex_shaders(separable),
          trivial_vertex_shader(separable), fixed_geometry_shaders(separable),
          fragment_shaders(separable), disk_cache(separable) {
        if (separable)
            pipeline.Create();
    }

    struct ShaderTuple {
        GLuint vs = 0;
        GLuint gs = 0;
        GLuint fs = 0;

        bool operator==(const ShaderTuple& rhs) const {
            return std::tie(vs, gs, fs) == std::tie(rhs.vs, rhs.gs, rhs.fs);
        }

        bool operator!=(const ShaderTuple& rhs) const {
            return std::tie(vs, gs, fs) != std::tie(rhs.vs, rhs.gs, rhs.fs);
        }

        struct Hash {
            std::size_t operator()(const ShaderTuple& tuple) const {
                std::size_t hash = 0;
                boost::hash_combine(hash, tuple.vs);
                boost::hash_combine(hash, tuple.gs);
                boost::hash_combine(hash, tuple.fs);
                return hash;
            }
        };
    };

    bool is_amd;
    bool separable;

    ShaderTuple current;

    ProgrammableVertexShaders programmable_vertex_shaders;
    TrivialVertexShader trivial_vertex_shader;

    FixedGeometryShaders fixed_geometry_shaders;

    FragmentShaders fragment_shaders;
    std::unordered_map<ShaderTuple, OGLProgram, ShaderTuple::Hash> program_cache;
    OGLPipeline pipeline;
    ShaderDiskCache disk_cache;
};

ShaderProgramManager::ShaderProgramManager(bool separable, bool is_amd)
    : impl(std::make_unique<Impl>(separable, is_amd)) {}

ShaderProgramManager::~ShaderProgramManager() = default;

bool ShaderProgramManager::UseProgrammableVertexShader(const Pica::Regs& regs,
                                                       Pica::Shader::ShaderSetup& setup) {
    PicaVSConfig config{regs.vs, setup};
    auto [handle, result] = impl->programmable_vertex_shaders.Get(config, setup);
    if (handle == 0)
        return false;
    impl->current.vs = handle;
    // Save VS to the disk cache if its a new shader
    if (result) {
        auto& disk_cache = impl->disk_cache;
        ProgramCode program_code{setup.program_code.begin(), setup.program_code.end()};
        program_code.insert(program_code.end(), setup.swizzle_data.begin(),
                            setup.swizzle_data.end());
        const u64 unique_identifier = GetUniqueIdentifier(regs, program_code);
        const ShaderDiskCacheRaw raw{unique_identifier, ProgramType::VS, regs,
                                     std::move(program_code)};
        disk_cache.SaveRaw(raw);
    }
    return true;
}

void ShaderProgramManager::UseTrivialVertexShader() {
    impl->current.vs = impl->trivial_vertex_shader.Get();
}

void ShaderProgramManager::UseFixedGeometryShader(const Pica::Regs& regs) {
    PicaFixedGSConfig gs_config(regs);
    auto [handle, _] = impl->fixed_geometry_shaders.Get(gs_config);
    impl->current.gs = handle;
}

void ShaderProgramManager::UseTrivialGeometryShader() {
    impl->current.gs = 0;
}

void ShaderProgramManager::UseFragmentShader(const Pica::Regs& regs) {
    PicaFSConfig config = PicaFSConfig::BuildFromRegs(regs);
    auto [handle, result] = impl->fragment_shaders.Get(config);
    impl->current.fs = handle;
    // Save FS to the disk cache if its a new shader
    if (result) {
        auto& disk_cache = impl->disk_cache;
        u64 unique_identifier = GetUniqueIdentifier(regs, {});
        ShaderDiskCacheRaw raw{unique_identifier, ProgramType::FS, regs, {}};
        disk_cache.SaveRaw(raw);
        disk_cache.SaveDecompiled(unique_identifier, *result, false);
    }
}

void ShaderProgramManager::ApplyTo(OpenGLState& state) {
    if (impl->separable) {
        if (impl->is_amd) {
            // Without this reseting, AMD sometimes freezes when one stage is changed but not
            // for the others. On the other hand, including this reset seems to introduce memory
            // leak in Intel Graphics.
            glUseProgramStages(
                impl->pipeline.handle,
                GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, 0);
        }

        glUseProgramStages(impl->pipeline.handle, GL_VERTEX_SHADER_BIT, impl->current.vs);
        glUseProgramStages(impl->pipeline.handle, GL_GEOMETRY_SHADER_BIT, impl->current.gs);
        glUseProgramStages(impl->pipeline.handle, GL_FRAGMENT_SHADER_BIT, impl->current.fs);
        state.draw.shader_program = 0;
        state.draw.program_pipeline = impl->pipeline.handle;
    } else {
        OGLProgram& cached_program = impl->program_cache[impl->current];
        if (cached_program.handle == 0) {
            cached_program.Create(false, {impl->current.vs, impl->current.gs, impl->current.fs});
            SetShaderUniformBlockBindings(cached_program.handle);
            SetShaderSamplerBindings(cached_program.handle);
        }
        state.draw.shader_program = cached_program.handle;
    }
}

void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
                                         const VideoCore::DiskResourceLoadCallback& callback) {
    if (!impl->separable) {
        LOG_ERROR(Render_OpenGL,
                  "Cannot load disk cache as separate shader programs are unsupported!");
        return;
    }
    auto& disk_cache = impl->disk_cache;
    const auto transferable = disk_cache.LoadTransferable();
    if (!transferable) {
        return;
    }
    const auto& raws = *transferable;

    auto [decompiled, dumps] = disk_cache.LoadPrecompiled();

    if (stop_loading) {
        return;
    }

    std::set<GLenum> supported_formats = GetSupportedFormats();

    // Track if precompiled cache was altered during loading to know if we have to serialize the
    // virtual precompiled cache file back to the hard drive
    bool precompiled_cache_altered = false;

    std::mutex mutex;
    std::atomic_bool compilation_failed = false;
    if (callback) {
        callback(VideoCore::LoadCallbackStage::Decompile, 0, raws.size());
    }
    std::vector<std::size_t> load_raws_index;
    // Loads both decompiled and precompiled shaders from the cache. If either one is missing for
    const auto LoadPrecompiledWorker =
        [&](std::size_t begin, std::size_t end, const std::vector<ShaderDiskCacheRaw>& raw_cache,
            const ShaderDecompiledMap& decompiled_map, const ShaderDumpsMap& dump_map) {
            for (std::size_t i = 0; i < end; ++i) {
                if (stop_loading || compilation_failed) {
                    return;
                }
                const auto& raw{raw_cache[i]};
                const u64 unique_identifier{raw.GetUniqueIdentifier()};

                const u64 calculated_hash =
                    GetUniqueIdentifier(raw.GetRawShaderConfig(), raw.GetProgramCode());
                if (unique_identifier != calculated_hash) {
                    LOG_ERROR(Render_OpenGL,
                              "Invalid hash in entry={:016x} (obtained hash={:016x}) - removing "
                              "shader cache",
                              raw.GetUniqueIdentifier(), calculated_hash);
                    disk_cache.InvalidateAll();
                    return;
                }

                const auto dump{dump_map.find(unique_identifier)};
                const auto decomp{decompiled_map.find(unique_identifier)};

                OGLProgram shader;

                if (dump != dump_map.end() && decomp != decompiled_map.end()) {
                    // Only load this shader if its sanitize_mul setting matches
                    if (decomp->second.sanitize_mul == VideoCore::g_hw_shader_accurate_mul) {
                        continue;
                    }

                    // If the shader is dumped, attempt to load it
                    shader = GeneratePrecompiledProgram(dump->second, supported_formats);
                    if (shader.handle == 0) {
                        // If any shader failed, stop trying to compile, delete the cache, and start
                        // loading from raws
                        compilation_failed = true;
                        return;
                    }
                    // we have both the binary shader and the decompiled, so inject it into the
                    // cache
                    if (raw.GetProgramType() == ProgramType::VS) {
                        auto [conf, setup] = BuildVSConfigFromRaw(raw);
                        std::scoped_lock lock(mutex);

                        impl->programmable_vertex_shaders.Inject(conf, decomp->second.result.code,
                                                                 std::move(shader));
                    } else if (raw.GetProgramType() == ProgramType::FS) {
                        PicaFSConfig conf = PicaFSConfig::BuildFromRegs(raw.GetRawShaderConfig());
                        std::scoped_lock lock(mutex);
                        impl->fragment_shaders.Inject(conf, std::move(shader));
                    } else {
                        // Unsupported shader type got stored somehow so nuke the cache

                        LOG_CRITICAL(Frontend, "failed to load raw programtype {}",
                                     static_cast<u32>(raw.GetProgramType()));
                        compilation_failed = true;
                        return;
                    }
                } else {
                    // Since precompiled didn't have the dump, we'll load them in the next phase
                    std::scoped_lock lock(mutex);
                    load_raws_index.push_back(i);
                }
                if (callback) {
                    callback(VideoCore::LoadCallbackStage::Decompile, i, raw_cache.size());
                }
            }
        };

    LoadPrecompiledWorker(0, raws.size(), raws, decompiled, dumps);

    if (compilation_failed) {
        // Invalidate the precompiled cache if a shader dumped shader was rejected
        disk_cache.InvalidatePrecompiled();
        dumps.clear();
        precompiled_cache_altered = true;
    }

    if (callback) {
        callback(VideoCore::LoadCallbackStage::Build, 0, raws.size());
    }

    compilation_failed = false;

    const auto LoadTransferable = [&](std::size_t begin, std::size_t end,
                                      const std::vector<ShaderDiskCacheRaw>& raw_cache) {
        for (std::size_t i = 0; i < end; ++i) {
            if (stop_loading || compilation_failed) {
                return;
            }
            const auto& raw{raw_cache[i]};
            const u64 unique_identifier{raw.GetUniqueIdentifier()};

            bool sanitize_mul = false;
            GLuint handle{0};
            std::optional<ShaderDecompiler::ProgramResult> result;
            // Otherwise decompile and build the shader at boot and save the result to the
            // precompiled file
            if (raw.GetProgramType() == ProgramType::VS) {
                // TODO: This isn't the ideal place to lock, since we really only want to
                // lock access to the shared cache
                auto [conf, setup] = BuildVSConfigFromRaw(raw);
                std::scoped_lock lock(mutex);
                auto [h, r] = impl->programmable_vertex_shaders.Get(conf, setup);
                handle = h;
                result = std::move(r);
                sanitize_mul = conf.state.sanitize_mul;
            } else if (raw.GetProgramType() == ProgramType::FS) {
                PicaFSConfig conf = PicaFSConfig::BuildFromRegs(raw.GetRawShaderConfig());
                std::scoped_lock lock(mutex);
                auto [h, r] = impl->fragment_shaders.Get(conf);
                handle = h;
                result = std::move(r);
            } else {
                // Unsupported shader type got stored somehow so nuke the cache
                LOG_ERROR(Frontend, "failed to load raw programtype {}",
                          static_cast<u32>(raw.GetProgramType()));
                compilation_failed = true;
                return;
            }
            if (handle == 0) {
                LOG_ERROR(Frontend, "compilation from raw failed {:x} {:x}",
                          raw.GetProgramCode().at(0), raw.GetProgramCode().at(1));
                compilation_failed = true;
                return;
            }
            // If this is a new shader, add it the precompiled cache
            if (result) {
                disk_cache.SaveDecompiled(unique_identifier, *result, sanitize_mul);
                disk_cache.SaveDump(unique_identifier, handle);
                precompiled_cache_altered = true;
            }

            if (callback) {
                callback(VideoCore::LoadCallbackStage::Build, i, raw_cache.size());
            }
        }
    };

    LoadTransferable(0, raws.size(), raws);

    if (compilation_failed) {
        disk_cache.InvalidateAll();
    }

    if (precompiled_cache_altered) {
        disk_cache.SaveVirtualPrecompiledFile();
    }
} // namespace OpenGL

} // namespace OpenGL
