ShaderCache: Fix issue where shader cache wasn't recreated when invalid

This commit is contained in:
Stenzek 2018-03-28 01:45:59 +10:00
parent aaf9f4759f
commit 36ea2f7a26

View File

@ -552,6 +552,7 @@ void ShaderCache::LoadPipelineUIDCache()
// If an existing case exists, validate the version before reading entries.
u32 existing_magic;
u32 existing_version;
bool uid_file_valid = false;
if (m_gx_pipeline_uid_cache_file.ReadBytes(&existing_magic, sizeof(existing_magic)) &&
m_gx_pipeline_uid_cache_file.ReadBytes(&existing_version, sizeof(existing_version)) &&
existing_magic == CACHE_FILE_MAGIC && existing_version == GX_PIPELINE_UID_VERSION)
@ -563,7 +564,7 @@ void ShaderCache::LoadPipelineUIDCache()
const size_t uid_count =
static_cast<size_t>(file_size - CACHE_HEADER_SIZE) / sizeof(SerializedGXPipelineUid);
const size_t expected_size = uid_count * sizeof(SerializedGXPipelineUid) + CACHE_HEADER_SIZE;
bool uid_file_valid = file_size == expected_size;
uid_file_valid = file_size == expected_size;
if (uid_file_valid)
{
for (size_t i = 0; i < uid_count; i++)
@ -583,12 +584,13 @@ void ShaderCache::LoadPipelineUIDCache()
}
// We open the file for reading and writing, so we must seek to the end before writing.
if (!uid_file_valid || !m_gx_pipeline_uid_cache_file.Seek(expected_size, SEEK_SET))
{
// Close the file. We re-open and truncate it below.
m_gx_pipeline_uid_cache_file.Close();
}
if (uid_file_valid)
uid_file_valid = m_gx_pipeline_uid_cache_file.Seek(expected_size, SEEK_SET);
}
// If the file is invalid, close it. We re-open and truncate it below.
if (!uid_file_valid)
m_gx_pipeline_uid_cache_file.Close();
}
// If the file is not open, it means it was either corrupted or didn't exist.