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authorScott Mansell <phiren@gmail.com>2016-02-28 10:01:25 +1300
committerScott Mansell <phiren@gmail.com>2016-06-26 16:25:11 +1200
commit2f134c5c36c3a9c3c7a618635d98d0bf2191b9f2 (patch)
tree245132a692350e0d43bd7a5f39e2782670e9ee2d /Source/Core/VideoBackends/D3D/VertexShaderCache.cpp
parentebe5fd0b36556a39ac25052966261b56d90ea1ae (diff)
Remove the rest of ShaderDebugging.
Without UID checking, it's basically a no-op that disables shader cache and stores the shader source code (without ever reading it back).
Diffstat (limited to 'Source/Core/VideoBackends/D3D/VertexShaderCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/VertexShaderCache.cpp8
1 files changed, 0 insertions, 8 deletions
diff --git a/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp b/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp
index 990eb9b284..cdcff17d02 100644
--- a/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp
+++ b/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp
@@ -165,9 +165,6 @@ void VertexShaderCache::Init()
VertexShaderCacheInserter inserter;
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
- if (g_Config.bEnableShaderDebugging)
- Clear();
-
last_entry = nullptr;
}
@@ -235,11 +232,6 @@ bool VertexShaderCache::SetShader()
bool success = InsertByteCode(uid, pbytecode);
pbytecode->Release();
- if (g_ActiveConfig.bEnableShaderDebugging && success)
- {
- vshaders[uid].code = code.GetBuffer();
- }
-
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return success;
}