diff options
| author | Lioncash <mathew1800@gmail.com> | 2016-02-15 23:26:24 -0500 |
|---|---|---|
| committer | Lioncash <mathew1800@gmail.com> | 2016-02-15 23:29:30 -0500 |
| commit | 53fe5a04ec978bec1536140a974f709e716135b2 (patch) | |
| tree | 8abade8bf2299c89419d53a3fdd38df6cbceee28 /Source/Core/VideoBackends/D3D12/ShaderCache.cpp | |
| parent | 2c5fcad5f5970404ec416fb30a50be4cdc654034 (diff) | |
ShaderCache: Remove unnecessary null checks
We already bail out if the shader compilation fails.
Also, there would have already been a nullptr dereference in
InsertByteCode prior to reaching this point.
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/ShaderCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D12/ShaderCache.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/Source/Core/VideoBackends/D3D12/ShaderCache.cpp b/Source/Core/VideoBackends/D3D12/ShaderCache.cpp index 299834434b..272a6a436b 100644 --- a/Source/Core/VideoBackends/D3D12/ShaderCache.cpp +++ b/Source/Core/VideoBackends/D3D12/ShaderCache.cpp @@ -244,7 +244,7 @@ void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_t s_last_geometry_shader_bytecode = InsertByteCode<GeometryShaderUid, GsBytecodeCache>(gs_uid, &s_gs_bytecode_cache, gs_bytecode); s_gs_disk_cache.Append(gs_uid, reinterpret_cast<u8*>(gs_bytecode->GetBufferPointer()), static_cast<u32>(gs_bytecode->GetBufferSize())); - if (g_ActiveConfig.bEnableShaderDebugging && gs_bytecode) + if (g_ActiveConfig.bEnableShaderDebugging) { s_gs_hlsl_cache[gs_uid] = gs_code.GetBuffer(); } @@ -284,7 +284,7 @@ void ShaderCache::HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_ SETSTAT(stats.numPixelShadersAlive, static_cast<int>(s_ps_bytecode_cache.size())); INCSTAT(stats.numPixelShadersCreated); - if (g_ActiveConfig.bEnableShaderDebugging && ps_bytecode) + if (g_ActiveConfig.bEnableShaderDebugging) { s_ps_hlsl_cache[ps_uid] = ps_code.GetBuffer(); } @@ -324,7 +324,7 @@ void ShaderCache::HandleVSUIDChange(VertexShaderUid vs_uid) SETSTAT(stats.numVertexShadersAlive, static_cast<int>(s_vs_bytecode_cache.size())); INCSTAT(stats.numVertexShadersCreated); - if (g_ActiveConfig.bEnableShaderDebugging && vs_bytecode) + if (g_ActiveConfig.bEnableShaderDebugging) { s_vs_hlsl_cache[vs_uid] = vs_code.GetBuffer(); } |
