Improve the shader UID debugging stuff and merge it to VideoCommon, effectively enabling it in D3D9 and D3D11 as well.
This commit is contained in:
parent
349a3ae91d
commit
b28348066e
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@ -53,7 +53,7 @@ bool MsgAlert(bool yes_no, int Style, const char* format, ...)
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{
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// Read message and write it to the log
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std::string caption;
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char buffer[4096];
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char buffer[2048];
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static std::string info_caption;
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static std::string warn_caption;
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@ -241,6 +241,39 @@ void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode)
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_assert_((ptr - uid->values) == uid->GetNumValues());
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}
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void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::string& old_code, DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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PIXELSHADERUIDSAFE new_id;
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GetSafePixelShaderId(&new_id, dstAlphaMode);
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if (!(old_id == new_id))
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{
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std::string new_code(GeneratePixelShaderCode(dstAlphaMode, api, components));
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if (old_code != new_code)
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{
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_assert_(old_id.GetNumValues() == new_id.GetNumValues());
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char msg[8192];
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char* ptr = msg;
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ptr += sprintf(ptr, "Pixel shader IDs matched but unique IDs did not!\nUnique IDs (old <-> new):\n");
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const int N = new_id.GetNumValues();
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for (int i = 0; i < N/2; ++i)
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ptr += sprintf(ptr, "%02d, %08X %08X | %08X %08X\n", 2*i, old_id.values[2*i], old_id.values[2*i+1],
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new_id.values[2*i], new_id.values[2*i+1]);
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if (N % 2)
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ptr += sprintf(ptr, "%02d, %08X | %08X\n", N-1, old_id.values[N-1], new_id.values[N-1]);
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static int num_failures = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%spsuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file(szTemp);
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file << msg;
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file.close();
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PanicAlert("Unique pixel shader ID mismatch!\n\nReport this to the devs, along with the contents of %s.", szTemp);
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}
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}
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}
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// old tev->pixelshader notes
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//
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@ -123,6 +123,9 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode);
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void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode);
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// Used to make sure that our optimized pixel shader IDs don't lose any possible shader code changes
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void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::string& old_code, DSTALPHA_MODE dstAlphaMode, u32 components);
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extern PIXELSHADERUID last_pixel_shader_uid;
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#endif // GCOGL_PIXELSHADER_H
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@ -90,6 +90,42 @@ void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components)
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_assert_((ptr - uid->values) == uid->GetNumValues());
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}
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void ValidateVertexShaderIDs(API_TYPE api, VERTEXSHADERUIDSAFE old_id, const std::string& old_code, u32 components)
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{
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VERTEXSHADERUIDSAFE new_id;
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GetSafeVertexShaderId(&new_id, components);
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if (!(old_id == new_id))
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{
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std::string new_code(GenerateVertexShaderCode(components, api));
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if (old_code != new_code)
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{
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_assert_(old_id.GetNumValues() == new_id.GetNumValues());
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char msg[8192];
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char* ptr = msg;
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ptr += sprintf(ptr, "Vertex shader IDs matched but unique IDs did not!\nUnique IDs (old <-> new):\n");
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const int N = new_id.GetNumValues();
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for (int i = 0; i < N/2; ++i)
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ptr += sprintf(ptr, "%02d, %08X %08X | %08X %08X\n", 2*i, old_id.values[2*i], old_id.values[2*i+1],
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new_id.values[2*i], new_id.values[2*i+1]);
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if (N % 2)
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ptr += sprintf(ptr, "%02d, %08X | %08X\n", N-1, old_id.values[N-1], new_id.values[N-1]);
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static int num_failures = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%svsuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file(szTemp);
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file << msg;
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file.close();
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PanicAlert("Unique pixel shader ID mismatch!\n\nReport this to the devs, along with the contents of %s.", szTemp);
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}
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}
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}
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static char text[16384];
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#define WRITE p+=sprintf
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@ -109,9 +109,13 @@ typedef _VERTEXSHADERUID<true> VERTEXSHADERUIDSAFE;
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// components is included in the uid.
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char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type);
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const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type);
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void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components);
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void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components);
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// Used to make sure that our optimized vertex shader IDs don't lose any possible shader code changes
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void ValidateVertexShaderIDs(API_TYPE api, VERTEXSHADERUIDSAFE old_id, const std::string& old_code, u32 components);
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extern VERTEXSHADERUID last_vertex_shader_uid;
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#endif // GCOGL_VERTEXSHADER_H
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@ -461,6 +461,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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PSCache::const_iterator iter = PixelShaders.find(uid);
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
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ValidatePixelShaderIDs(API_D3D11, PixelShaders[uid].safe_uid, PixelShaders[uid].code, dstAlphaMode, components);
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return (iter != PixelShaders.end() && iter->second.shader);
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}
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@ -476,6 +477,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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last_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
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ValidatePixelShaderIDs(API_D3D11, entry.safe_uid, entry.code, dstAlphaMode, components);
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return (entry.shader != NULL);
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}
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@ -494,10 +496,17 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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g_ps_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
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g_ps_disk_cache.Sync();
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bool result = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
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bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
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pbytecode->Release();
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if (success)
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{
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PixelShaders[uid].code = code;
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GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode);
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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return result;
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return success;
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}
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bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen)
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@ -55,6 +55,9 @@ private:
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ID3D11PixelShader* shader;
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int frameCount;
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PIXELSHADERUIDSAFE safe_uid;
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std::string code;
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PSCacheEntry() : shader(NULL), frameCount(0) {}
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void Destroy() { SAFE_RELEASE(shader); }
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};
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@ -205,6 +205,7 @@ bool VertexShaderCache::SetShader(u32 components)
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if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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ValidateVertexShaderIDs(API_D3D11, vshaders[uid].safe_uid, vshaders[uid].code, components);
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return (vshaders[uid].shader != NULL);
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}
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@ -218,6 +219,7 @@ bool VertexShaderCache::SetShader(u32 components)
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last_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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ValidateVertexShaderIDs(API_D3D11, entry.safe_uid, entry.code, components);
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return (entry.shader != NULL);
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}
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@ -235,10 +237,17 @@ bool VertexShaderCache::SetShader(u32 components)
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g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
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g_vs_disk_cache.Sync();
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bool result = InsertByteCode(uid, pbytecode);
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bool success = InsertByteCode(uid, pbytecode);
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pbytecode->Release();
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if (success)
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{
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vshaders[uid].code = code;
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GetSafeVertexShaderId(&vshaders[uid].safe_uid, components);
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return result;
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return success;
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}
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bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob)
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@ -53,6 +53,9 @@ private:
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D3DBlob* bytecode; // needed to initialize the input layout
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int frameCount;
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VERTEXSHADERUIDSAFE safe_uid;
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std::string code;
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VSCacheEntry() : shader(NULL), bytecode(NULL), frameCount(0) {}
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void SetByteCode(D3DBlob* blob)
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{
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@ -334,6 +334,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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PSCache::const_iterator iter = PixelShaders.find(uid);
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidatePixelShaderIDs(API_D3D9, PixelShaders[uid].safe_uid, PixelShaders[uid].code, dstAlphaMode, components);
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return (iter != PixelShaders.end() && iter->second.shader);
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}
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@ -350,11 +351,11 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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if (entry.shader) D3D::SetPixelShader(entry.shader);
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidatePixelShaderIDs(API_D3D9, entry.safe_uid, entry.code, dstAlphaMode, components);
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return (entry.shader != NULL);
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}
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// Need to compile a new shader
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const char *code = GeneratePixelShaderCode(dstAlphaMode, ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30, components);
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@ -384,11 +385,17 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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g_ps_disk_cache.Sync();
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// And insert it into the shader cache.
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bool result = InsertByteCode(uid, bytecode, bytecodelen, true);
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bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
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delete [] bytecode;
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if (success)
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{
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PixelShaders[uid].code = code;
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GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode);
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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return result;
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return success;
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}
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bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate)
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@ -42,6 +42,9 @@ private:
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bool owns_shader;
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int frameCount;
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PIXELSHADERUIDSAFE safe_uid;
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std::string code;
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PSCacheEntry() : shader(NULL), owns_shader(true), frameCount(0) {}
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void Destroy()
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{
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@ -187,6 +187,7 @@ bool VertexShaderCache::SetShader(u32 components)
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if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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ValidateVertexShaderIDs(API_D3D9, vshaders[uid].safe_uid, vshaders[uid].code, components);
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return (vshaders[uid].shader != NULL);
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}
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@ -201,6 +202,7 @@ bool VertexShaderCache::SetShader(u32 components)
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if (entry.shader) D3D::SetVertexShader(entry.shader);
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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ValidateVertexShaderIDs(API_D3D9, entry.safe_uid, entry.code, components);
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return (entry.shader != NULL);
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}
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g_vs_disk_cache.Append(uid, bytecode, bytecodelen);
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g_vs_disk_cache.Sync();
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bool result = InsertByteCode(uid, bytecode, bytecodelen, true);
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bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
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if (success)
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{
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vshaders[uid].code = code;
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GetSafeVertexShaderId(&vshaders[uid].safe_uid, components);
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}
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delete [] bytecode;
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return result;
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return success;
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}
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bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) {
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@ -35,9 +35,10 @@ private:
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{
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LPDIRECT3DVERTEXSHADER9 shader;
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int frameCount;
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#if defined(_DEBUG) || defined(DEBUGFAST)
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//#if defined(_DEBUG) || defined(DEBUGFAST)
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std::string code;
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#endif
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VERTEXSHADERUIDSAFE safe_uid;
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//#endif
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VSCacheEntry() : shader(NULL), frameCount(0) {}
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void Destroy()
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{
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@ -184,30 +184,13 @@ void PixelShaderCache::Shutdown()
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FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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PIXELSHADERUID uid;
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PIXELSHADERUIDSAFE safe_uid;
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GetPixelShaderId(&uid, dstAlphaMode);
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GetSafePixelShaderId(&safe_uid, dstAlphaMode);
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// Check if the shader is already set - TODO: Use pShaderLast instead of PixelShaders[uid]?
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if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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if (!(safe_uid == PixelShaders[uid].safe_uid))
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{
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std::string code(GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components));
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if (code != PixelShaders[uid].code)
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{
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char msg[4096];
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char* ptr = msg;
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ptr += sprintf(ptr, "Mismatch!\nUnique IDs:\n");
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for (int i = 0; i < PixelShaders[uid].safe_uid.GetNumValues()/2; ++i)
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ptr += sprintf(ptr, "%02d, %08X %08X | %08X %08X\n", 2*i, PixelShaders[uid].safe_uid.values[2*i], PixelShaders[uid].safe_uid.values[2*i+1],
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safe_uid.values[2*i], safe_uid.values[2*i+1]);
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PanicAlert(msg);
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}
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}
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ValidatePixelShaderIDs(API_OPENGL, PixelShaders[uid].safe_uid, PixelShaders[uid].code, dstAlphaMode, components);
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return pShaderLast;
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}
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@ -220,35 +203,19 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
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iter->second.frameCount = frameCount;
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PSCacheEntry &entry = iter->second;
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if (&entry.shader != pShaderLast)
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{
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pShaderLast = &entry.shader;
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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if (!(safe_uid == entry.safe_uid))
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{
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std::string code(GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components));
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if (code != entry.code)
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{
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char msg[4096];
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char *ptr = msg;
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ptr += sprintf(ptr, "Mismatch!\nUnique IDs:\n");
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for (int i = 0; i < entry.safe_uid.GetNumValues()/2; ++i)
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ptr += sprintf(ptr, "%02d\t%08X %08X | %08X %08X\n", 2*i, entry.safe_uid.values[2*i], entry.safe_uid.values[2*i+1],
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safe_uid.values[2*i], safe_uid.values[2*i+1]);
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PanicAlert(msg);
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}
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}
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ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.code, dstAlphaMode, components);
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return pShaderLast;
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}
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// Make an entry in the table
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PSCacheEntry& newentry = PixelShaders[uid];
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newentry.frameCount = frameCount;
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newentry.safe_uid = safe_uid;
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pShaderLast = &newentry.shader;
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const char *code = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components);
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GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode);
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newentry.code = code;
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#if defined(_DEBUG) || defined(DEBUGFAST)
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@ -77,6 +77,7 @@ VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
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if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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ValidateVertexShaderIDs(API_OPENGL, vshaders[uid].safe_uid, vshaders[uid].shader.strprog, components);
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return pShaderLast;
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}
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memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
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@ -86,11 +87,11 @@ VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
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{
|
||||
iter->second.frameCount = frameCount;
|
||||
VSCacheEntry &entry = iter->second;
|
||||
if (&entry.shader != pShaderLast) {
|
||||
if (&entry.shader != pShaderLast)
|
||||
pShaderLast = &entry.shader;
|
||||
}
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
ValidateVertexShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, components);
|
||||
return pShaderLast;
|
||||
}
|
||||
|
||||
|
@ -182,9 +183,9 @@ bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpr
|
|||
cgDestroyProgram(tempprog);
|
||||
#endif
|
||||
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
//#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
vs.strprog = pstrprogram;
|
||||
#endif
|
||||
//#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -32,9 +32,9 @@ struct VERTEXSHADER
|
|||
VERTEXSHADER() : glprogid(0) {}
|
||||
GLuint glprogid; // opengl program id
|
||||
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
//#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
std::string strprog;
|
||||
#endif
|
||||
//#endif
|
||||
};
|
||||
|
||||
class VertexShaderCache
|
||||
|
@ -42,6 +42,7 @@ class VertexShaderCache
|
|||
struct VSCacheEntry
|
||||
{
|
||||
VERTEXSHADER shader;
|
||||
VERTEXSHADERUIDSAFE safe_uid;
|
||||
int frameCount;
|
||||
VSCacheEntry() : frameCount(0) {}
|
||||
void Destroy() {
|
||||
|
|
Loading…
Reference in New Issue