Remove the rest of ShaderDebugging.

Without UID checking, it's basically a no-op that disables shader cache
and stores the shader source code (without ever reading it back).
This commit is contained in:
Scott Mansell
2016-02-28 10:01:25 +13:00
parent ebe5fd0b36
commit 2f134c5c36
11 changed files with 2 additions and 91 deletions

View File

@ -213,13 +213,6 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 primitive_
!uid.guid.GetUidData()->IsPassthrough())
gcode = GenerateGeometryShaderCode(API_OPENGL, uid.guid.GetUidData());
if (g_ActiveConfig.bEnableShaderDebugging)
{
newentry.shader.strvprog = vcode.GetBuffer();
newentry.shader.strpprog = pcode.GetBuffer();
newentry.shader.strgprog = gcode.GetBuffer();
}
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
{
@ -421,7 +414,7 @@ void ProgramShaderCache::Init()
s_buffer = StreamBuffer::Create(GL_UNIFORM_BUFFER, UBO_LENGTH);
// Read our shader cache, only if supported
if (g_ogl_config.bSupportsGLSLCache && !g_Config.bEnableShaderDebugging)
if (g_ogl_config.bSupportsGLSLCache)
{
GLint Supported;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
@ -455,7 +448,7 @@ void ProgramShaderCache::Init()
void ProgramShaderCache::Shutdown()
{
// store all shaders in cache on disk
if (g_ogl_config.bSupportsGLSLCache && !g_Config.bEnableShaderDebugging)
if (g_ogl_config.bSupportsGLSLCache)
{
for (auto& entry : pshaders)
{