Only check for sanitize_mul if theres a shader in the cache

This commit is contained in:
James Rowe 2020-01-16 08:35:52 -07:00
parent 43c9695bf9
commit e95bc52b3d
2 changed files with 5 additions and 7 deletions

View File

@ -203,12 +203,10 @@ ShaderDiskCache::LoadPrecompiledFile(FileUtil::IOFile& file) {
ShaderCacheVersionHash file_hash{};
if (!LoadArrayFromPrecompiled(file_hash.data(), file_hash.size())) {
decompressed_precompiled_cache_offset = 0;
return {};
}
if (GetShaderCacheVersionHash() != file_hash) {
LOG_INFO(Render_OpenGL, "Precompiled cache is from another version of the emulator");
decompressed_precompiled_cache_offset = 0;
return {};
}

View File

@ -491,14 +491,14 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
const auto dump{dumps.find(unique_identifier)};
const auto decomp{decompiled.find(unique_identifier)};
OGLProgram shader;
if (dump != dumps.end() && decomp != decompiled.end()) {
// Only load this shader if its sanitize_mul setting matches
if (decomp->second.sanitize_mul == VideoCore::g_hw_shader_accurate_mul) {
continue;
}
OGLProgram shader;
if (dump != dumps.end() && decomp != decompiled.end()) {
// If the shader is dumped, attempt to load it
shader = GeneratePrecompiledProgram(dump->second, supported_formats);
if (shader.handle == 0) {