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authorLioncash <mathew1800@gmail.com>2016-02-15 23:26:24 -0500
committerLioncash <mathew1800@gmail.com>2016-02-15 23:29:30 -0500
commit53fe5a04ec978bec1536140a974f709e716135b2 (patch)
tree8abade8bf2299c89419d53a3fdd38df6cbceee28 /Source/Core/VideoBackends/D3D12/ShaderCache.cpp
parent2c5fcad5f5970404ec416fb30a50be4cdc654034 (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.cpp6
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();
}