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authorAnthony <Helios747@users.noreply.github.com>2017-07-30 00:42:36 -0700
committerGitHub <noreply@github.com>2017-07-30 00:42:36 -0700
commit5bad2ee4a4129e734ff4f4d861cedc4cd573df55 (patch)
treecd3c3ccc6e35417858499449d774670c3983cb13 /Source/Core/VideoBackends/Vulkan/Renderer.cpp
parent5e6d5493165d1214f513b91eaeb4e162d21fdd3e (diff)
parent357c55442f3dbdf6f23d16af5362d1a615cb84c1 (diff)
Merge pull request #5832 from stenzek/ubershader-prereq
Ubershader prerequisites
Diffstat (limited to 'Source/Core/VideoBackends/Vulkan/Renderer.cpp')
-rw-r--r--Source/Core/VideoBackends/Vulkan/Renderer.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/Source/Core/VideoBackends/Vulkan/Renderer.cpp b/Source/Core/VideoBackends/Vulkan/Renderer.cpp
index 599792d493..4e72d94a61 100644
--- a/Source/Core/VideoBackends/Vulkan/Renderer.cpp
+++ b/Source/Core/VideoBackends/Vulkan/Renderer.cpp
@@ -462,8 +462,8 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
FramebufferManager::GetInstance()->GetEFBLoadRenderPass(),
- g_object_cache->GetPassthroughVertexShader(),
- g_object_cache->GetPassthroughGeometryShader(), m_clear_fragment_shader);
+ g_shader_cache->GetPassthroughVertexShader(),
+ g_shader_cache->GetPassthroughGeometryShader(), m_clear_fragment_shader);
draw.SetRasterizationState(rs_state);
draw.SetDepthStencilState(depth_state);
@@ -1168,8 +1168,8 @@ void Renderer::CheckForConfigChanges()
BindEFBToStateTracker();
RecompileShaders();
FramebufferManager::GetInstance()->RecompileShaders();
- g_object_cache->ReloadShaderAndPipelineCaches();
- g_object_cache->RecompileSharedShaders();
+ g_shader_cache->ReloadShaderAndPipelineCaches();
+ g_shader_cache->RecompileSharedShaders();
StateTracker::GetInstance()->InvalidateShaderPointers();
StateTracker::GetInstance()->ReloadPipelineUIDCache();
}
@@ -1500,7 +1500,7 @@ bool Renderer::CompileShaders()
)";
- std::string source = g_object_cache->GetUtilityShaderHeader() + CLEAR_FRAGMENT_SHADER_SOURCE;
+ std::string source = g_shader_cache->GetUtilityShaderHeader() + CLEAR_FRAGMENT_SHADER_SOURCE;
m_clear_fragment_shader = Util::CompileAndCreateFragmentShader(source);
return m_clear_fragment_shader != VK_NULL_HANDLE;