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shader: Adhere to disk shader cache setting

nce_cpp
ameerj 5 years ago
parent
commit
6bb1f54fbb
  1. 3
      src/yuzu/bootmanager.cpp
  2. 2
      src/yuzu_cmd/yuzu.cpp

3
src/yuzu/bootmanager.cpp

@ -64,12 +64,13 @@ void EmuThread::run() {
emit LoadProgress(VideoCore::LoadCallbackStage::Prepare, 0, 0); emit LoadProgress(VideoCore::LoadCallbackStage::Prepare, 0, 0);
if (Settings::values.use_disk_shader_cache.GetValue()) {
system.Renderer().ReadRasterizer()->LoadDiskResources( system.Renderer().ReadRasterizer()->LoadDiskResources(
system.CurrentProcess()->GetTitleID(), stop_token, system.CurrentProcess()->GetTitleID(), stop_token,
[this](VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total) { [this](VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total) {
emit LoadProgress(stage, value, total); emit LoadProgress(stage, value, total);
}); });
}
emit LoadProgress(VideoCore::LoadCallbackStage::Complete, 0, 0); emit LoadProgress(VideoCore::LoadCallbackStage::Complete, 0, 0);
gpu.ReleaseContext(); gpu.ReleaseContext();

2
src/yuzu_cmd/yuzu.cpp

@ -218,9 +218,11 @@ int main(int argc, char** argv) {
// Core is loaded, start the GPU (makes the GPU contexts current to this thread) // Core is loaded, start the GPU (makes the GPU contexts current to this thread)
system.GPU().Start(); system.GPU().Start();
if (Settings::values.use_disk_shader_cache.GetValue()) {
system.Renderer().ReadRasterizer()->LoadDiskResources( system.Renderer().ReadRasterizer()->LoadDiskResources(
system.CurrentProcess()->GetTitleID(), std::stop_token{}, system.CurrentProcess()->GetTitleID(), std::stop_token{},
[](VideoCore::LoadCallbackStage, size_t value, size_t total) {}); [](VideoCore::LoadCallbackStage, size_t value, size_t total) {});
}
void(system.Run()); void(system.Run());
while (emu_window->IsOpen()) { while (emu_window->IsOpen()) {

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