Merge pull request #7496 from stenzek/null-shader-cache

ShaderCache: Don't create or load shader cache with Null backend
This commit is contained in:
Tilka 2018-10-14 12:30:32 +01:00 committed by GitHub
commit b5d855caf7
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 3 additions and 3 deletions

View File

@ -13,13 +13,13 @@ namespace Null
class NullNativeVertexFormat : public NativeVertexFormat
{
public:
NullNativeVertexFormat() {}
NullNativeVertexFormat(const PortableVertexDeclaration& vtx_decl_) { vtx_decl = vtx_decl_; }
};
std::unique_ptr<NativeVertexFormat>
VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
{
return std::make_unique<NullNativeVertexFormat>();
return std::make_unique<NullNativeVertexFormat>(vtx_decl);
}
VertexManager::VertexManager() : m_local_v_buffer(MAXVBUFFERSIZE), m_local_i_buffer(MAXIBUFFERSIZE)

View File

@ -35,7 +35,7 @@ bool ShaderCache::Initialize()
m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderPrecompilerThreads());
// Load shader and UID caches.
if (g_ActiveConfig.bShaderCache)
if (g_ActiveConfig.bShaderCache && m_api_type != APIType::Nothing)
{
LoadShaderCaches();
LoadPipelineUIDCache();