Only sync shader caches to disk on stop.
This commit is contained in:
parent
0e1383b788
commit
7eb06430ed
|
@ -502,7 +502,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
|
||||||
|
|
||||||
// Insert the bytecode into the caches
|
// Insert the bytecode into the caches
|
||||||
g_ps_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
|
g_ps_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
|
||||||
g_ps_disk_cache.Sync();
|
|
||||||
|
|
||||||
bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
|
bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
|
||||||
pbytecode->Release();
|
pbytecode->Release();
|
||||||
|
|
|
@ -244,7 +244,6 @@ bool VertexShaderCache::SetShader(u32 components)
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
|
g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
|
||||||
g_vs_disk_cache.Sync();
|
|
||||||
|
|
||||||
bool success = InsertByteCode(uid, pbytecode);
|
bool success = InsertByteCode(uid, pbytecode);
|
||||||
pbytecode->Release();
|
pbytecode->Release();
|
||||||
|
|
|
@ -393,7 +393,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
|
||||||
|
|
||||||
// Insert the bytecode into the caches
|
// Insert the bytecode into the caches
|
||||||
g_ps_disk_cache.Append(uid, bytecode, bytecodelen);
|
g_ps_disk_cache.Append(uid, bytecode, bytecodelen);
|
||||||
g_ps_disk_cache.Sync();
|
|
||||||
|
|
||||||
// And insert it into the shader cache.
|
// And insert it into the shader cache.
|
||||||
bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
|
bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
|
||||||
|
|
|
@ -223,7 +223,6 @@ bool VertexShaderCache::SetShader(u32 components)
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
g_vs_disk_cache.Append(uid, bytecode, bytecodelen);
|
g_vs_disk_cache.Append(uid, bytecode, bytecodelen);
|
||||||
g_vs_disk_cache.Sync();
|
|
||||||
|
|
||||||
bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
|
bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
|
||||||
if (g_ActiveConfig.bEnableShaderDebugging && success)
|
if (g_ActiveConfig.bEnableShaderDebugging && success)
|
||||||
|
|
Loading…
Reference in New Issue