Only add shaders to precompiled cache if they are new

This commit is contained in:
James Rowe 2019-09-09 19:05:20 -06:00
parent 061a33477f
commit 7092ba8480

View file

@ -573,20 +573,23 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
result = r;
} else {
// Unsupported shader type got stored somehow so nuke the cache
LOG_CRITICAL(Frontend, "failed to load raw programtype {}",
static_cast<u32>(raw.GetProgramType()));
LOG_ERROR(Frontend, "failed to load raw programtype {}",
static_cast<u32>(raw.GetProgramType()));
compilation_failed = true;
return;
}
if (handle == 0) {
LOG_CRITICAL(Frontend, "compilation from raw failed {:x} {:x}",
raw.GetProgramCode().at(0), raw.GetProgramCode().at(1));
LOG_ERROR(Frontend, "compilation from raw failed {:x} {:x}",
raw.GetProgramCode().at(0), raw.GetProgramCode().at(1));
compilation_failed = true;
return;
}
disk_cache.SaveDecompiled(unique_identifier, *result);
disk_cache.SaveDump(unique_identifier, handle);
precompiled_cache_altered = true;
// If this is a new shader, add it the precompiled cache
if (result) {
disk_cache.SaveDecompiled(unique_identifier, *result);
disk_cache.SaveDump(unique_identifier, handle);
precompiled_cache_altered = true;
}
if (callback) {
callback(VideoCore::LoadCallbackStage::Build, i, raws.size());