GPUDevice: Use CompressHelpers
And compress the pipeline cache. Saves a fair bit of disk space.
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@ -533,6 +533,7 @@ public:
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static constexpr u32 MAX_RENDER_TARGETS = 4;
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static constexpr u32 MAX_IMAGE_RENDER_TARGETS = 2;
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static constexpr u32 DEFAULT_CLEAR_COLOR = 0xFF000000u;
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static constexpr u32 PIPELINE_CACHE_HASH_SIZE = 20;
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static_assert(sizeof(GPUPipeline::GraphicsConfig::color_formats) == sizeof(GPUTexture::Format) * MAX_RENDER_TARGETS);
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GPUDevice();
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@ -741,7 +742,8 @@ protected:
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virtual void DestroyDevice() = 0;
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std::string GetShaderCacheBaseName(std::string_view type) const;
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virtual bool ReadPipelineCache(const std::string& filename);
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virtual bool OpenPipelineCache(const std::string& filename);
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virtual bool ReadPipelineCache(std::optional<DynamicHeapArray<u8>> data);
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virtual bool GetPipelineCacheData(DynamicHeapArray<u8>* data);
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virtual std::unique_ptr<GPUShader> CreateShaderFromBinary(GPUShaderStage stage, std::span<const u8> data,
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