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VideoCommon: Move shader cache filename generation to common
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@ -446,16 +446,6 @@ void ObjectCache::ClearPipelineCache()
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m_compute_pipeline_objects.clear();
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}
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std::string ObjectCache::GetDiskCacheFileName(const char* type, bool include_gameid,
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bool include_host_config)
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{
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return StringFromFormat(
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"%svulkan-%s%s%s%s%s.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(), type,
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include_gameid ? "-" : "", include_gameid ? SConfig::GetInstance().GetGameID().c_str() : "",
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include_host_config ? "-" : "",
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include_host_config ? g_ActiveConfig.GetHostConfigFilename().c_str() : "");
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}
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class PipelineCacheReadCallback : public LinearDiskCacheReader<u32, u8>
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{
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public:
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@ -482,7 +472,8 @@ bool ObjectCache::CreatePipelineCache()
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// Vulkan pipeline caches can be shared between games for shader compile time reduction.
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// This assumes that drivers don't create all pipelines in the cache on load time, only
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// when a lookup occurs that matches a pipeline (or pipeline data) in the cache.
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m_pipeline_cache_filename = GetDiskCacheFileName("pipeline", false, true);
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m_pipeline_cache_filename =
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g_ActiveConfig.GetDiskCacheFileName(APIType::Vulkan, "Pipeline", false, true);
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VkPipelineCacheCreateInfo info = {
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VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO, // VkStructureType sType
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@ -505,7 +496,8 @@ bool ObjectCache::LoadPipelineCache()
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{
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// We have to keep the pipeline cache file name around since when we save it
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// we delete the old one, by which time the game's unique ID is already cleared.
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m_pipeline_cache_filename = GetDiskCacheFileName("pipeline", false, true);
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m_pipeline_cache_filename =
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g_ActiveConfig.GetDiskCacheFileName(APIType::Vulkan, "Pipeline", false, true);
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std::vector<u8> disk_data;
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LinearDiskCache<u32, u8> disk_cache;
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@ -671,15 +663,18 @@ struct ShaderCacheReader : public LinearDiskCacheReader<Uid, u32>
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void ObjectCache::LoadShaderCaches()
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{
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ShaderCacheReader<VertexShaderUid> vs_reader(m_vs_cache.shader_map);
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m_vs_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("vs", true, true), vs_reader);
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m_vs_cache.disk_cache.OpenAndRead(
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g_ActiveConfig.GetDiskCacheFileName(APIType::Vulkan, "VS", true, true), vs_reader);
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ShaderCacheReader<PixelShaderUid> ps_reader(m_ps_cache.shader_map);
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m_ps_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("ps", true, true), ps_reader);
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m_ps_cache.disk_cache.OpenAndRead(
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g_ActiveConfig.GetDiskCacheFileName(APIType::Vulkan, "PS", true, true), ps_reader);
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if (g_vulkan_context->SupportsGeometryShaders())
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{
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ShaderCacheReader<GeometryShaderUid> gs_reader(m_gs_cache.shader_map);
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m_gs_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("gs", true, true), gs_reader);
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m_gs_cache.disk_cache.OpenAndRead(
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g_ActiveConfig.GetDiskCacheFileName(APIType::Vulkan, "GS", true, true), gs_reader);
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}
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SETSTAT(stats.numPixelShadersCreated, static_cast<int>(m_ps_cache.shader_map.size()));
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