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Oops, fix mistake in #10834
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1b39b4b16c
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170b600835
@ -128,10 +128,7 @@ void GPU_Vulkan::LoadCache(std::string filename) {
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// it can just memcpy the finished shader binaries out of the pipeline cache file.
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bool result = shaderManagerVulkan_->LoadCache(f);
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if (result) {
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VkRenderPass renderPass = g_Config.iRenderingMode == FB_BUFFERED_MODE ?
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(VkRenderPass)draw_->GetNativeObject(Draw::NativeObject::FRAMEBUFFER_RENDERPASS) :
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(VkRenderPass)draw_->GetNativeObject(Draw::NativeObject::BACKBUFFER_RENDERPASS);
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result = pipelineManager_->LoadCache(f, false, shaderManagerVulkan_, draw_, drawEngine_.GetPipelineLayout(), renderPass);
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result = pipelineManager_->LoadCache(f, false, shaderManagerVulkan_, draw_, drawEngine_.GetPipelineLayout());
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}
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fclose(f);
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if (!result) {
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@ -640,7 +640,7 @@ void PipelineManagerVulkan::SaveCache(FILE *file, bool saveRawPipelineCache, Sha
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NOTICE_LOG(G3D, "Saved Vulkan pipeline ID cache (%d unique pipelines/%d).", (int)keys.size(), (int)pipelines_.size());
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}
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bool PipelineManagerVulkan::LoadCache(FILE *file, bool loadRawPipelineCache, ShaderManagerVulkan *shaderManager, Draw::DrawContext *drawContext, VkPipelineLayout layout, VkRenderPass renderPass) {
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bool PipelineManagerVulkan::LoadCache(FILE *file, bool loadRawPipelineCache, ShaderManagerVulkan *shaderManager, Draw::DrawContext *drawContext, VkPipelineLayout layout) {
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VulkanRenderManager *rm = (VulkanRenderManager *)drawContext->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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VulkanQueueRunner *queueRunner = rm->GetQueueRunner();
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@ -716,7 +716,7 @@ bool PipelineManagerVulkan::LoadCache(FILE *file, bool loadRawPipelineCache, Sha
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DecVtxFormat fmt;
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fmt.InitializeFromID(key.vtxFmtId);
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GetOrCreatePipeline(layout, renderPass, key.raster,
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GetOrCreatePipeline(layout, rp, key.raster,
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key.useHWTransform ? &fmt : 0,
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vs, fs, key.useHWTransform);
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}
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@ -97,7 +97,7 @@ public:
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// Saves data for faster creation next time.
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void SaveCache(FILE *file, bool saveRawPipelineCache, ShaderManagerVulkan *shaderManager, Draw::DrawContext *drawContext);
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bool LoadCache(FILE *file, bool loadRawPipelineCache, ShaderManagerVulkan *shaderManager, Draw::DrawContext *drawContext, VkPipelineLayout layout, VkRenderPass renderPass);
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bool LoadCache(FILE *file, bool loadRawPipelineCache, ShaderManagerVulkan *shaderManager, Draw::DrawContext *drawContext, VkPipelineLayout layout);
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private:
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DenseHashMap<VulkanPipelineKey, VulkanPipeline *, nullptr> pipelines_;
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