Renderers: Make shader cache path a prefix instead of directory
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@ -38,7 +38,7 @@ bool GPU_HW_D3D11::Initialize(HostDisplay* host_display, System* system, DMA* dm
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if (!m_device || !m_context)
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return false;
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m_shader_cache.Open(system->GetHostInterface()->GetUserDirectoryRelativePath("cache"), m_device->GetFeatureLevel(),
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m_shader_cache.Open(system->GetHostInterface()->GetShaderCacheBasePath(), m_device->GetFeatureLevel(),
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system->GetSettings().gpu_use_debug_device);
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if (!CreateFramebuffer())
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@ -39,7 +39,7 @@ bool GPU_HW_OpenGL::Initialize(HostDisplay* host_display, System* system, DMA* d
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SetCapabilities(host_display);
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m_shader_cache.Open(IsGLES(), system->GetHostInterface()->GetUserDirectoryRelativePath("cache"));
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m_shader_cache.Open(IsGLES(), system->GetHostInterface()->GetShaderCacheBasePath());
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if (!GPU_HW::Initialize(host_display, system, dma, interrupt_controller, timers))
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return false;
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@ -318,9 +318,9 @@ void HostInterface::OnRunningGameChanged() {}
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void HostInterface::OnControllerTypeChanged(u32 slot) {}
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std::string HostInterface::GetShaderCacheDirectory()
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std::string HostInterface::GetShaderCacheBasePath() const
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{
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return GetUserDirectoryRelativePath("cache");
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return GetUserDirectoryRelativePath("cache/");
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}
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void HostInterface::SetDefaultSettings(SettingsInterface& si)
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@ -103,6 +103,9 @@ public:
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/// Returns the default path to a memory card for a specific game.
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virtual std::string GetGameMemoryCardPath(const char* game_code, u32 slot) const;
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/// Returns the path to the shader cache directory.
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virtual std::string GetShaderCacheBasePath() const;
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/// Returns a setting value from the configuration.
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virtual std::string GetSettingValue(const char* section, const char* key, const char* default_value = "") = 0;
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@ -127,9 +130,6 @@ protected:
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virtual void OnRunningGameChanged();
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virtual void OnControllerTypeChanged(u32 slot);
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/// Returns the path to the shader cache directory.
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virtual std::string GetShaderCacheDirectory();
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/// Restores all settings to defaults.
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virtual void SetDefaultSettings(SettingsInterface& si);
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