shader: Adhere to disk shader cache setting

This commit is contained in:
ameerj 2021-05-27 23:29:22 -04:00
parent b659212dbd
commit dd39b87b0c
2 changed files with 12 additions and 9 deletions

View File

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

View File

@ -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();
system.Renderer().ReadRasterizer()->LoadDiskResources( if (Settings::values.use_disk_shader_cache.GetValue()) {
system.CurrentProcess()->GetTitleID(), std::stop_token{}, system.Renderer().ReadRasterizer()->LoadDiskResources(
[](VideoCore::LoadCallbackStage, size_t value, size_t total) {}); system.CurrentProcess()->GetTitleID(), std::stop_token{},
[](VideoCore::LoadCallbackStage, size_t value, size_t total) {});
}
void(system.Run()); void(system.Run());
while (emu_window->IsOpen()) { while (emu_window->IsOpen()) {