libretro: Use saves/duckstation_cache as shader cache directory

This commit is contained in:
Connor McLaughlin 2020-09-25 22:56:01 +10:00
parent fa46ba16bf
commit 87e3e4097f
1 changed files with 26 additions and 4 deletions

View File

@ -159,9 +159,31 @@ std::string LibretroHostInterface::GetGameMemoryCardPath(const char* game_code,
std::string LibretroHostInterface::GetShaderCacheBasePath() const
{
// TODO: Is there somewhere we can save our shaders?
Log_WarningPrint("No shader cache directory available, startup will be slower.");
return std::string();
// Use the save directory, and failing that, the system directory.
const char* save_directory_ptr = nullptr;
if (!g_retro_environment_callback(RETRO_ENVIRONMENT_GET_SAVE_DIRECTORY, &save_directory_ptr) || !save_directory_ptr)
{
save_directory_ptr = nullptr;
if (!g_retro_environment_callback(RETRO_ENVIRONMENT_GET_SYSTEM_DIRECTORY, &save_directory_ptr) ||
!save_directory_ptr)
{
Log_WarningPrint("No shader cache directory available, startup will be slower.");
return std::string();
}
}
// Use a directory named "duckstation_cache" in the save/system directory.
std::string shader_cache_path = StringUtil::StdStringFromFormat(
"%s" FS_OSPATH_SEPARATOR_STR "duckstation_cache" FS_OSPATH_SEPARATOR_STR, save_directory_ptr);
if (!FileSystem::DirectoryExists(shader_cache_path.c_str()) &&
!FileSystem::CreateDirectory(shader_cache_path.c_str(), false))
{
Log_ErrorPrintf("Failed to create shader cache directory: '%s'", shader_cache_path.c_str());
return std::string();
}
Log_InfoPrintf("Shader cache directory: '%s'", shader_cache_path.c_str());
return shader_cache_path;
}
std::string LibretroHostInterface::GetStringSettingValue(const char* section, const char* key,
@ -1031,7 +1053,7 @@ void LibretroHostInterface::SwitchToHardwareRenderer()
wi.surface_height = avi.geometry.base_height;
wi.surface_scale = 1.0f;
if (!display || !display->CreateRenderDevice(wi, {}, g_settings.gpu_use_debug_device) ||
!display->InitializeRenderDevice({}, g_settings.gpu_use_debug_device))
!display->InitializeRenderDevice(GetShaderCacheBasePath(), g_settings.gpu_use_debug_device))
{
Log_ErrorPrintf("Failed to create hardware host display");
return;