Remove the DisableShaderCache setting, rename the other

This commit is contained in:
Henrik Rydgård 2018-12-15 10:44:05 +01:00
parent 25b2ba013b
commit d82ec339ee
4 changed files with 7 additions and 9 deletions

View File

@ -605,8 +605,7 @@ static ConfigSetting graphicsSettings[] = {
#ifdef _WIN32
ConfigSetting("D3D11Device", &g_Config.sD3D11Device, "", true, false),
#endif
ConfigSetting("VendorChecksEnabled", &g_Config.bVendorChecksEnabled, true, false, false),
ConfigSetting("ShaderCacheEnabled", &g_Config.bShaderCacheEnabled, true, false, false),
ConfigSetting("VendorBugChecksEnabled", &g_Config.bVendorBugChecksEnabled, true, false, false),
ReportedConfigSetting("RenderingMode", &g_Config.iRenderingMode, &DefaultRenderingMode, true, true),
ConfigSetting("SoftwareRenderer", &g_Config.bSoftwareRendering, false, true, true),
ReportedConfigSetting("HardwareTransform", &g_Config.bHardwareTransform, true, true, true),

View File

@ -131,8 +131,7 @@ public:
bool bSoftwareRendering;
bool bHardwareTransform; // only used in the GLES backend
bool bSoftwareSkinning; // may speed up some games
bool bVendorChecksEnabled;
bool bShaderCacheEnabled;
bool bVendorBugChecksEnabled;
int iRenderingMode; // 0 = non-buffered rendering 1 = buffered rendering
int iTexFiltering; // 1 = off , 2 = nearest , 3 = linear , 4 = linear(CG)

View File

@ -88,7 +88,7 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer, uint32_
// 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.
// Need to move this check somehow to the shader ID generator. That's tricky though because it's generic...
bool isAdreno = vulkanVendorId == VULKAN_VENDOR_QUALCOMM && g_Config.bVendorChecksEnabled;
bool isAdreno = vulkanVendorId == VULKAN_VENDOR_QUALCOMM && g_Config.bVendorBugChecksEnabled;
if (earlyFragmentTests) {
WRITE(p, "layout (early_fragment_tests) in;\n");

View File

@ -101,7 +101,7 @@ GPU_Vulkan::GPU_Vulkan(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
// Load shader cache.
std::string discID = g_paramSFO.GetDiscID();
if (discID.size() && g_Config.bShaderCacheEnabled) {
if (discID.size()) {
File::CreateFullPath(GetSysDirectory(DIRECTORY_APP_CACHE));
shaderCachePath_ = GetSysDirectory(DIRECTORY_APP_CACHE) + "/" + discID + ".vkshadercache";
shaderCacheLoaded_ = false;
@ -202,7 +202,7 @@ void GPU_Vulkan::CheckGPUFeatures() {
}
// Might enable this later - in the first round we are mostly looking at depth/stencil/discard.
// if (g_Config.bDisableVendorChecks)
// if (g_Config.bDisableVendorBugChecks)
// features |= GPU_SUPPORTS_ACCURATE_DEPTH;
// Mandatory features on Vulkan, which may be checked in "centralized" code
@ -239,7 +239,7 @@ void GPU_Vulkan::CheckGPUFeatures() {
features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
break;
}
if (!g_Config.bVendorChecksEnabled)
if (!g_Config.bVendorBugChecksEnabled)
features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
}
if (vulkan_->GetFeaturesEnabled().logicOp) {
@ -507,7 +507,7 @@ void GPU_Vulkan::DeviceLost() {
while (!IsReady()) {
sleep_ms(10);
}
if (!shaderCachePath_.empty() && g_Config.bShaderCacheEnabled) {
if (!shaderCachePath_.empty()) {
SaveCache(shaderCachePath_);
}
DestroyDeviceObjects();