diff options
| author | Scott Mansell <phiren@gmail.com> | 2016-02-28 10:01:25 +1300 |
|---|---|---|
| committer | Scott Mansell <phiren@gmail.com> | 2016-06-26 16:25:11 +1200 |
| commit | 2f134c5c36c3a9c3c7a618635d98d0bf2191b9f2 (patch) | |
| tree | 245132a692350e0d43bd7a5f39e2782670e9ee2d /Source/Core/VideoBackends/D3D/VertexShaderCache.cpp | |
| parent | ebe5fd0b36556a39ac25052966261b56d90ea1ae (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.cpp | 8 |
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; } |
