ShaderCache: Remove unnecessary null checks
We already bail out if the shader compilation fails. Also, there would have already been a nullptr dereference in InsertByteCode prior to reaching this point.
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2c5fcad5f5
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@ -244,7 +244,7 @@ void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_t
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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_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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@ -284,7 +284,7 @@ void ShaderCache::HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_
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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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@ -324,7 +324,7 @@ void ShaderCache::HandleVSUIDChange(VertexShaderUid vs_uid)
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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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