Renderers: Make shader cache path a prefix instead of directory
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b9ffca1ddf
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@ -160,7 +160,6 @@ std::string ShaderCache::GetCacheBaseFileName(const std::string_view& base_path,
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bool debug)
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{
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std::string base_filename(base_path);
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base_filename += FS_OSPATH_SEPERATOR_CHARACTER;
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base_filename += "d3d_shaders_";
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switch (feature_level)
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@ -244,12 +244,12 @@ ShaderCache::CacheIndexKey ShaderCache::GetCacheKey(const std::string_view& vert
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std::string ShaderCache::GetIndexFileName() const
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{
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return StringUtil::StdStringFromFormat("%s%cgl_programs.idx", m_base_path.c_str(), FS_OSPATH_SEPERATOR_CHARACTER);
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return StringUtil::StdStringFromFormat("%sgl_programs.idx", m_base_path.c_str());
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}
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std::string ShaderCache::GetBlobFileName() const
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{
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return StringUtil::StdStringFromFormat("%s%cgl_programs.bin", m_base_path.c_str(), FS_OSPATH_SEPERATOR_CHARACTER);
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return StringUtil::StdStringFromFormat("%sgl_programs.bin", m_base_path.c_str());
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}
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std::optional<Program> ShaderCache::GetProgram(const std::string_view vertex_shader,
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@ -375,7 +375,6 @@ void ShaderCache::ClosePipelineCache()
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std::string ShaderCache::GetShaderCacheBaseFileName(const std::string_view& base_path, bool debug)
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{
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std::string base_filename(base_path);
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base_filename += FS_OSPATH_SEPERATOR_CHARACTER;
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base_filename += "vulkan_shaders";
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if (debug)
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@ -387,7 +386,6 @@ std::string ShaderCache::GetShaderCacheBaseFileName(const std::string_view& base
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std::string ShaderCache::GetPipelineCacheBaseFileName(const std::string_view& base_path, bool debug)
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{
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std::string base_filename(base_path);
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base_filename += FS_OSPATH_SEPERATOR_CHARACTER;
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base_filename += "vulkan_pipelines";
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if (debug)
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@ -38,7 +38,7 @@ bool GPU_HW_D3D11::Initialize(HostDisplay* host_display, System* system, DMA* dm
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if (!m_device || !m_context)
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return false;
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m_shader_cache.Open(system->GetHostInterface()->GetUserDirectoryRelativePath("cache"), m_device->GetFeatureLevel(),
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m_shader_cache.Open(system->GetHostInterface()->GetShaderCacheBasePath(), m_device->GetFeatureLevel(),
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system->GetSettings().gpu_use_debug_device);
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if (!CreateFramebuffer())
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@ -39,7 +39,7 @@ bool GPU_HW_OpenGL::Initialize(HostDisplay* host_display, System* system, DMA* d
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SetCapabilities(host_display);
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m_shader_cache.Open(IsGLES(), system->GetHostInterface()->GetUserDirectoryRelativePath("cache"));
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m_shader_cache.Open(IsGLES(), system->GetHostInterface()->GetShaderCacheBasePath());
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if (!GPU_HW::Initialize(host_display, system, dma, interrupt_controller, timers))
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return false;
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@ -318,9 +318,9 @@ void HostInterface::OnRunningGameChanged() {}
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void HostInterface::OnControllerTypeChanged(u32 slot) {}
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std::string HostInterface::GetShaderCacheDirectory()
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std::string HostInterface::GetShaderCacheBasePath() const
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{
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return GetUserDirectoryRelativePath("cache");
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return GetUserDirectoryRelativePath("cache/");
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}
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void HostInterface::SetDefaultSettings(SettingsInterface& si)
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@ -103,6 +103,9 @@ public:
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/// Returns the default path to a memory card for a specific game.
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virtual std::string GetGameMemoryCardPath(const char* game_code, u32 slot) const;
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/// Returns the path to the shader cache directory.
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virtual std::string GetShaderCacheBasePath() const;
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/// Returns a setting value from the configuration.
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virtual std::string GetSettingValue(const char* section, const char* key, const char* default_value = "") = 0;
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@ -127,9 +130,6 @@ protected:
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virtual void OnRunningGameChanged();
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virtual void OnControllerTypeChanged(u32 slot);
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/// Returns the path to the shader cache directory.
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virtual std::string GetShaderCacheDirectory();
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/// Restores all settings to defaults.
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virtual void SetDefaultSettings(SettingsInterface& si);
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@ -335,7 +335,7 @@ bool QtHostInterface::AcquireHostDisplay()
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createImGuiContext(display_widget->devicePixelRatioFromScreen());
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if (!m_display->MakeRenderContextCurrent() ||
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!m_display->InitializeRenderDevice(GetShaderCacheDirectory(), m_settings.gpu_use_debug_device))
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!m_display->InitializeRenderDevice(GetShaderCacheBasePath(), m_settings.gpu_use_debug_device))
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{
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destroyImGuiContext();
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m_display->DestroyRenderDevice();
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@ -131,7 +131,7 @@ bool SDLHostInterface::CreateDisplay()
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Assert(display);
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if (!display->CreateRenderDevice(wi.value(), m_settings.gpu_adapter, m_settings.gpu_use_debug_device) ||
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!display->InitializeRenderDevice(GetShaderCacheDirectory(), m_settings.gpu_use_debug_device))
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!display->InitializeRenderDevice(GetShaderCacheBasePath(), m_settings.gpu_use_debug_device))
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{
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ReportError("Failed to create/initialize display render device");
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return false;
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