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Remove the DisableShaderCache setting, rename the other
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25b2ba013b
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@ -605,8 +605,7 @@ static ConfigSetting graphicsSettings[] = {
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#ifdef _WIN32
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ConfigSetting("D3D11Device", &g_Config.sD3D11Device, "", true, false),
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#endif
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ConfigSetting("VendorChecksEnabled", &g_Config.bVendorChecksEnabled, true, false, false),
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ConfigSetting("ShaderCacheEnabled", &g_Config.bShaderCacheEnabled, true, false, false),
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ConfigSetting("VendorBugChecksEnabled", &g_Config.bVendorBugChecksEnabled, true, false, false),
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ReportedConfigSetting("RenderingMode", &g_Config.iRenderingMode, &DefaultRenderingMode, true, true),
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ConfigSetting("SoftwareRenderer", &g_Config.bSoftwareRendering, false, true, true),
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ReportedConfigSetting("HardwareTransform", &g_Config.bHardwareTransform, true, true, true),
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@ -131,8 +131,7 @@ public:
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bool bSoftwareRendering;
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bool bHardwareTransform; // only used in the GLES backend
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bool bSoftwareSkinning; // may speed up some games
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bool bVendorChecksEnabled;
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bool bShaderCacheEnabled;
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bool bVendorBugChecksEnabled;
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int iRenderingMode; // 0 = non-buffered rendering 1 = buffered rendering
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int iTexFiltering; // 1 = off , 2 = nearest , 3 = linear , 4 = linear(CG)
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@ -88,7 +88,7 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer, uint32_
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// TODO: This is a bug affecting shader cache generality - we CANNOT check anything but the shader ID and (indirectly) the game ID in here really.
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// Need to move this check somehow to the shader ID generator. That's tricky though because it's generic...
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bool isAdreno = vulkanVendorId == VULKAN_VENDOR_QUALCOMM && g_Config.bVendorChecksEnabled;
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bool isAdreno = vulkanVendorId == VULKAN_VENDOR_QUALCOMM && g_Config.bVendorBugChecksEnabled;
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if (earlyFragmentTests) {
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WRITE(p, "layout (early_fragment_tests) in;\n");
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@ -101,7 +101,7 @@ GPU_Vulkan::GPU_Vulkan(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
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// Load shader cache.
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std::string discID = g_paramSFO.GetDiscID();
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if (discID.size() && g_Config.bShaderCacheEnabled) {
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if (discID.size()) {
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File::CreateFullPath(GetSysDirectory(DIRECTORY_APP_CACHE));
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shaderCachePath_ = GetSysDirectory(DIRECTORY_APP_CACHE) + "/" + discID + ".vkshadercache";
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shaderCacheLoaded_ = false;
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@ -202,7 +202,7 @@ void GPU_Vulkan::CheckGPUFeatures() {
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}
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// Might enable this later - in the first round we are mostly looking at depth/stencil/discard.
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// if (g_Config.bDisableVendorChecks)
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// if (g_Config.bDisableVendorBugChecks)
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// features |= GPU_SUPPORTS_ACCURATE_DEPTH;
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// Mandatory features on Vulkan, which may be checked in "centralized" code
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@ -239,7 +239,7 @@ void GPU_Vulkan::CheckGPUFeatures() {
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features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
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break;
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}
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if (!g_Config.bVendorChecksEnabled)
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if (!g_Config.bVendorBugChecksEnabled)
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features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
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}
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if (vulkan_->GetFeaturesEnabled().logicOp) {
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@ -507,7 +507,7 @@ void GPU_Vulkan::DeviceLost() {
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while (!IsReady()) {
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sleep_ms(10);
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}
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if (!shaderCachePath_.empty() && g_Config.bShaderCacheEnabled) {
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if (!shaderCachePath_.empty()) {
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SaveCache(shaderCachePath_);
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}
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DestroyDeviceObjects();
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