GS/OpenGL: Add option to disable shader cache

This commit is contained in:
Connor McLaughlin 2021-12-25 00:11:08 +10:00 committed by refractionpcsx2
parent a2ae4ba441
commit 99b7333991
3 changed files with 11 additions and 4 deletions

View File

@ -1113,9 +1113,9 @@ void GSApp::Init()
m_default_configuration["CaptureWidth"] = "640";
m_default_configuration["crc_hack_level"] = std::to_string(static_cast<s8>(CRCHackLevel::Automatic));
m_default_configuration["CrcHacksExclusions"] = "";
m_default_configuration["debug_glsl_shader"] = "0";
m_default_configuration["debug_opengl"] = "0";
m_default_configuration["disable_hw_gl_draw"] = "0";
m_default_configuration["disable_shader_cache"] = "0";
m_default_configuration["dithering_ps2"] = "2";
m_default_configuration["dump"] = "0";
m_default_configuration["extrathreads"] = "2";

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@ -244,8 +244,15 @@ bool GSDeviceOGL::Create(const WindowInfo& wi)
return false;
}
if (!m_shader_cache.Open(false, StringUtil::wxStringToUTF8String(EmuFolders::Cache.ToString()), SHADER_VERSION))
Console.Warning("Shader cache failed to open.");
if (!theApp.GetConfigB("disable_shader_cache"))
{
if (!m_shader_cache.Open(false, StringUtil::wxStringToUTF8String(EmuFolders::Cache.ToString()), SHADER_VERSION))
Console.Warning("Shader cache failed to open.");
}
else
{
Console.WriteLn("Not using shader cache.");
}
{
auto shader = Host::ReadResourceFileToString("shaders/opengl/common_header.glsl");

View File

@ -558,7 +558,7 @@ DebugTab::DebugTab(wxWindow* parent)
{
PaddedBoxSizer<wxStaticBoxSizer> debug_box(wxVERTICAL, this, "Debug");
auto* debug_check_box = new wxWrapSizer(wxHORIZONTAL);
m_ui.addCheckBox(debug_check_box, "GLSL compilation", "debug_glsl_shader");
m_ui.addCheckBox(debug_check_box, "Disable Shader Cache", "disable_shader_cache");
m_ui.addCheckBox(debug_check_box, "Print GL error", "debug_opengl");
#ifdef _WIN32
m_ui.addCheckBox(debug_check_box, "D3D Debug Layer", "debug_d3d");