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

ShaderCache: Don't create or load shader cache with Null backend
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Tilka 2018-10-14 12:30:32 +01:00 committed by GitHub
commit b5d855caf7
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2 changed files with 3 additions and 3 deletions

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

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