ShaderCache: Remove unnecessary template type specifications
These are already inferred through the passed in arguments.
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@ -241,7 +241,7 @@ 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)
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@ -278,7 +278,7 @@ 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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@ -318,7 +318,7 @@ 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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