Merge pull request #7496 from stenzek/null-shader-cache
ShaderCache: Don't create or load shader cache with Null backend
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commit
b5d855caf7
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@ -13,13 +13,13 @@ namespace Null
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class NullNativeVertexFormat : public NativeVertexFormat
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class NullNativeVertexFormat : public NativeVertexFormat
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{
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{
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public:
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public:
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NullNativeVertexFormat() {}
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NullNativeVertexFormat(const PortableVertexDeclaration& vtx_decl_) { vtx_decl = vtx_decl_; }
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};
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};
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std::unique_ptr<NativeVertexFormat>
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std::unique_ptr<NativeVertexFormat>
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VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
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VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
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{
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{
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return std::make_unique<NullNativeVertexFormat>();
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return std::make_unique<NullNativeVertexFormat>(vtx_decl);
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}
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}
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VertexManager::VertexManager() : m_local_v_buffer(MAXVBUFFERSIZE), m_local_i_buffer(MAXIBUFFERSIZE)
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VertexManager::VertexManager() : m_local_v_buffer(MAXVBUFFERSIZE), m_local_i_buffer(MAXIBUFFERSIZE)
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@ -35,7 +35,7 @@ bool ShaderCache::Initialize()
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m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderPrecompilerThreads());
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m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderPrecompilerThreads());
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// Load shader and UID caches.
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// Load shader and UID caches.
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if (g_ActiveConfig.bShaderCache)
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if (g_ActiveConfig.bShaderCache && m_api_type != APIType::Nothing)
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{
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{
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LoadShaderCaches();
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LoadShaderCaches();
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LoadPipelineUIDCache();
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LoadPipelineUIDCache();
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