FileUtil: Move ShaderCache to the Cache directory.
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@ -54,7 +54,7 @@
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#define GAMESETTINGS_DIR "GameSettings"
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#define MAPS_DIR "Maps"
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#define CACHE_DIR "Cache"
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#define SHADERCACHE_DIR "ShaderCache"
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#define SHADERCACHE_DIR "Shaders"
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#define STATESAVES_DIR "StateSaves"
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#define SCREENSHOTS_DIR "ScreenShots"
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#define LOAD_DIR "Load"
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@ -73,6 +73,9 @@
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#define ANAGLYPH_DIR "Anaglyph"
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#define PIPES_DIR "Pipes"
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// This one is only used to remove it if it was present
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#define SHADERCACHE_LEGACY_DIR "ShaderCache"
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// Filenames
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// Files in the directory returned by GetUserPath(D_CONFIG_IDX)
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#define DOLPHIN_CONFIG "Dolphin.ini"
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@ -776,7 +776,7 @@ static void RebuildUserDirectories(unsigned int dir_index)
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s_user_paths[D_GAMESETTINGS_IDX] = s_user_paths[D_USER_IDX] + GAMESETTINGS_DIR DIR_SEP;
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s_user_paths[D_MAPS_IDX] = s_user_paths[D_USER_IDX] + MAPS_DIR DIR_SEP;
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s_user_paths[D_CACHE_IDX] = s_user_paths[D_USER_IDX] + CACHE_DIR DIR_SEP;
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s_user_paths[D_SHADERCACHE_IDX] = s_user_paths[D_USER_IDX] + SHADERCACHE_DIR DIR_SEP;
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s_user_paths[D_SHADERCACHE_IDX] = s_user_paths[D_CACHE_IDX] + SHADERCACHE_DIR DIR_SEP;
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s_user_paths[D_SHADERS_IDX] = s_user_paths[D_USER_IDX] + SHADERS_DIR DIR_SEP;
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s_user_paths[D_STATESAVES_IDX] = s_user_paths[D_USER_IDX] + STATESAVES_DIR DIR_SEP;
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s_user_paths[D_SCREENSHOTS_IDX] = s_user_paths[D_USER_IDX] + SCREENSHOTS_DIR DIR_SEP;
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@ -799,6 +799,10 @@ static void RebuildUserDirectories(unsigned int dir_index)
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s_user_paths[F_ARAMDUMP_IDX] = s_user_paths[D_DUMP_IDX] + ARAM_DUMP;
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s_user_paths[F_FAKEVMEMDUMP_IDX] = s_user_paths[D_DUMP_IDX] + FAKEVMEM_DUMP;
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s_user_paths[F_GCSRAM_IDX] = s_user_paths[D_GCUSER_IDX] + GC_SRAM;
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// The shader cache has moved to the cache directory, so remove the old one.
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// TODO: remove that someday.
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File::DeleteDirRecursively(s_user_paths[D_USER_IDX] + SHADERCACHE_LEGACY_DIR DIR_SEP);
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break;
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case D_CONFIG_IDX:
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@ -807,6 +811,10 @@ static void RebuildUserDirectories(unsigned int dir_index)
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s_user_paths[F_LOGGERCONFIG_IDX] = s_user_paths[D_CONFIG_IDX] + LOGGER_CONFIG;
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break;
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case D_CACHE_IDX:
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s_user_paths[D_SHADERCACHE_IDX] = s_user_paths[D_CACHE_IDX] + SHADERCACHE_DIR DIR_SEP;
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break;
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case D_GCUSER_IDX:
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s_user_paths[F_GCSRAM_IDX] = s_user_paths[D_GCUSER_IDX] + GC_SRAM;
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break;
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