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Merge pull request #3644 from lioncash/shadercache
ShaderCache: Minor changes
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commit
96e48c3c9f
@ -241,10 +241,10 @@ void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_t
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return;
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}
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s_last_geometry_shader_bytecode = InsertByteCode<GeometryShaderUid, GsBytecodeCache>(gs_uid, &s_gs_bytecode_cache, gs_bytecode);
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s_last_geometry_shader_bytecode = InsertByteCode(gs_uid, &s_gs_bytecode_cache, gs_bytecode);
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s_gs_disk_cache.Append(gs_uid, reinterpret_cast<u8*>(gs_bytecode->GetBufferPointer()), static_cast<u32>(gs_bytecode->GetBufferSize()));
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if (g_ActiveConfig.bEnableShaderDebugging && gs_bytecode)
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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s_gs_hlsl_cache[gs_uid] = gs_code.GetBuffer();
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}
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@ -278,13 +278,13 @@ void ShaderCache::HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_
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return;
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}
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s_last_pixel_shader_bytecode = InsertByteCode<PixelShaderUid, PsBytecodeCache>(ps_uid, &s_ps_bytecode_cache, ps_bytecode);
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s_last_pixel_shader_bytecode = InsertByteCode(ps_uid, &s_ps_bytecode_cache, ps_bytecode);
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s_ps_disk_cache.Append(ps_uid, reinterpret_cast<u8*>(ps_bytecode->GetBufferPointer()), static_cast<u32>(ps_bytecode->GetBufferSize()));
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SETSTAT(stats.numPixelShadersAlive, static_cast<int>(s_ps_bytecode_cache.size()));
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INCSTAT(stats.numPixelShadersCreated);
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if (g_ActiveConfig.bEnableShaderDebugging && ps_bytecode)
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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s_ps_hlsl_cache[ps_uid] = ps_code.GetBuffer();
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}
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@ -318,13 +318,13 @@ void ShaderCache::HandleVSUIDChange(VertexShaderUid vs_uid)
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return;
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}
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s_last_vertex_shader_bytecode = InsertByteCode<VertexShaderUid, VsBytecodeCache>(vs_uid, &s_vs_bytecode_cache, vs_bytecode);
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s_last_vertex_shader_bytecode = InsertByteCode(vs_uid, &s_vs_bytecode_cache, vs_bytecode);
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s_vs_disk_cache.Append(vs_uid, reinterpret_cast<u8*>(vs_bytecode->GetBufferPointer()), static_cast<u32>(vs_bytecode->GetBufferSize()));
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SETSTAT(stats.numVertexShadersAlive, static_cast<int>(s_vs_bytecode_cache.size()));
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INCSTAT(stats.numVertexShadersCreated);
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if (g_ActiveConfig.bEnableShaderDebugging && vs_bytecode)
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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s_vs_hlsl_cache[vs_uid] = vs_code.GetBuffer();
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}
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