settings: Hide shader cache behind a setting

This commit is contained in:
ReinUsesLisp 2019-01-14 02:14:27 -03:00
parent be4641c43f
commit e78da8dc1f
8 changed files with 42 additions and 0 deletions

View file

@ -17,6 +17,7 @@
#include "core/core.h"
#include "core/hle/kernel/process.h"
#include "core/settings.h"
#include "video_core/renderer_opengl/gl_shader_cache.h"
#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
@ -78,6 +79,10 @@ void ShaderDiskCacheRaw::Save(FileUtil::IOFile& file) const {
bool ShaderDiskCacheOpenGL::LoadTransferable(std::vector<ShaderDiskCacheRaw>& raws,
std::vector<ShaderDiskCacheUsage>& usages) {
if (!Settings::values.use_disk_shader_cache) {
return false;
}
FileUtil::IOFile file(GetTransferablePath(), "rb");
if (!file.IsOpen()) {
LOG_INFO(Render_OpenGL, "No transferable shader cache found for game with title id={}",
@ -129,6 +134,10 @@ bool ShaderDiskCacheOpenGL::LoadTransferable(std::vector<ShaderDiskCacheRaw>& ra
}
std::vector<ShaderDiskCachePrecompiledEntry> ShaderDiskCacheOpenGL::LoadPrecompiled() {
if (!Settings::values.use_disk_shader_cache) {
return {};
}
FileUtil::IOFile file(GetPrecompiledPath(), "rb");
if (!file.IsOpen()) {
LOG_INFO(Render_OpenGL, "No precompiled shader cache found for game with title id={}",
@ -173,6 +182,10 @@ void ShaderDiskCacheOpenGL::InvalidatePrecompiled() const {
}
void ShaderDiskCacheOpenGL::SaveRaw(const ShaderDiskCacheRaw& entry) {
if (!Settings::values.use_disk_shader_cache) {
return;
}
const u64 id = entry.GetUniqueIdentifier();
if (transferable.find(id) != transferable.end()) {
// The shader already exists
@ -190,6 +203,10 @@ void ShaderDiskCacheOpenGL::SaveRaw(const ShaderDiskCacheRaw& entry) {
}
void ShaderDiskCacheOpenGL::SaveUsage(const ShaderDiskCacheUsage& usage) {
if (!Settings::values.use_disk_shader_cache) {
return;
}
const auto it = transferable.find(usage.unique_identifier);
if (it == transferable.end()) {
LOG_CRITICAL(Render_OpenGL, "Saving shader usage without storing raw previously");
@ -208,6 +225,10 @@ void ShaderDiskCacheOpenGL::SaveUsage(const ShaderDiskCacheUsage& usage) {
}
void ShaderDiskCacheOpenGL::SavePrecompiled(const ShaderDiskCacheUsage& usage, GLuint program) {
if (!Settings::values.use_disk_shader_cache) {
return;
}
FileUtil::IOFile file = AppendPrecompiledFile();
if (!file.IsOpen()) {
return;