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	Only add shaders to precompiled cache if they are new
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					 1 changed files with 10 additions and 7 deletions
				
			
		|  | @ -573,20 +573,23 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading, | |||
|                 result = r; | ||||
|             } else { | ||||
|                 // Unsupported shader type got stored somehow so nuke the cache
 | ||||
|                 LOG_CRITICAL(Frontend, "failed to load raw programtype {}", | ||||
|                 LOG_ERROR(Frontend, "failed to load raw programtype {}", | ||||
|                           static_cast<u32>(raw.GetProgramType())); | ||||
|                 compilation_failed = true; | ||||
|                 return; | ||||
|             } | ||||
|             if (handle == 0) { | ||||
|                 LOG_CRITICAL(Frontend, "compilation from raw failed {:x} {:x}", | ||||
|                 LOG_ERROR(Frontend, "compilation from raw failed {:x} {:x}", | ||||
|                           raw.GetProgramCode().at(0), raw.GetProgramCode().at(1)); | ||||
|                 compilation_failed = true; | ||||
|                 return; | ||||
|             } | ||||
|             // If this is a new shader, add it the precompiled cache
 | ||||
|             if (result) { | ||||
|                 disk_cache.SaveDecompiled(unique_identifier, *result); | ||||
|                 disk_cache.SaveDump(unique_identifier, handle); | ||||
|                 precompiled_cache_altered = true; | ||||
|             } | ||||
| 
 | ||||
|             if (callback) { | ||||
|                 callback(VideoCore::LoadCallbackStage::Build, i, raws.size()); | ||||
|  |  | |||
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