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	gl_shader_disk_cache.cpp: Flush transferable_file and precompiled_file more often (#6483)
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					 1 changed files with 3 additions and 0 deletions
				
			
		|  | @ -372,6 +372,7 @@ void ShaderDiskCache::SaveRaw(const ShaderDiskCacheRaw& entry) { | ||||||
|         return; |         return; | ||||||
|     } |     } | ||||||
|     transferable.insert({id, entry}); |     transferable.insert({id, entry}); | ||||||
|  |     transferable_file.Flush(); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void ShaderDiskCache::SaveDecompiled(u64 unique_identifier, | void ShaderDiskCache::SaveDecompiled(u64 unique_identifier, | ||||||
|  | @ -439,6 +440,8 @@ void ShaderDiskCache::SaveDumpToFile(u64 unique_identifier, GLuint program, bool | ||||||
|     // SaveDecompiled is used only to store the accurate multiplication setting, a better way is to
 |     // SaveDecompiled is used only to store the accurate multiplication setting, a better way is to
 | ||||||
|     // probably change the header in SaveDump
 |     // probably change the header in SaveDump
 | ||||||
|     SaveDecompiledToFile(precompiled_file, unique_identifier, {}, sanitize_mul); |     SaveDecompiledToFile(precompiled_file, unique_identifier, {}, sanitize_mul); | ||||||
|  | 
 | ||||||
|  |     precompiled_file.Flush(); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| bool ShaderDiskCache::IsUsable() const { | bool ShaderDiskCache::IsUsable() const { | ||||||
|  |  | ||||||
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