ShaderCache: Add a data version field
We can increment this to prevent people's shader caches from growing too large with shader changes.
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@ -18,7 +18,7 @@ class ShaderCache
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public:
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~ShaderCache();
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static void Create(std::string_view base_path, bool debug);
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static void Create(std::string_view base_path, u32 version, bool debug);
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static void Destroy();
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/// Returns a handle to the pipeline cache. Set set_dirty to true if you are planning on writing to it externally.
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@ -36,7 +36,7 @@ public:
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VkShaderModule GetComputeShader(std::string_view shader_code);
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private:
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static constexpr u32 FILE_VERSION = 1;
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static constexpr u32 FILE_VERSION = 2;
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struct CacheIndexKey
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{
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@ -73,7 +73,7 @@ private:
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static std::string GetPipelineCacheBaseFileName(const std::string_view& base_path, bool debug);
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static CacheIndexKey GetCacheKey(ShaderCompiler::Type type, const std::string_view& shader_code);
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void Open(std::string_view base_path, bool debug);
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void Open(std::string_view base_path, u32 version, bool debug);
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bool CreateNewShaderCache(const std::string& index_filename, const std::string& blob_filename);
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bool ReadExistingShaderCache(const std::string& index_filename, const std::string& blob_filename);
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@ -93,6 +93,7 @@ private:
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CacheIndex m_index;
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VkPipelineCache m_pipeline_cache = VK_NULL_HANDLE;
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u32 m_version = 0;
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bool m_debug = false;
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bool m_pipeline_cache_dirty = false;
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};
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