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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@ -6,6 +6,7 @@
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#include "gpu_hw_shadergen.h"
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#include "host_display.h"
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#include "host_interface.h"
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#include "shader_cache_version.h"
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#include "system.h"
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Log_SetChannel(GPU_HW_D3D11);
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@ -447,7 +448,7 @@ void GPU_HW_D3D11::DestroyStateObjects()
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bool GPU_HW_D3D11::CompileShaders()
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{
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D3D11::ShaderCache shader_cache;
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shader_cache.Open(g_host_interface->GetShaderCacheBasePath(), m_device->GetFeatureLevel(),
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shader_cache.Open(g_host_interface->GetShaderCacheBasePath(), m_device->GetFeatureLevel(), SHADER_CACHE_VERSION,
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g_settings.gpu_use_debug_device);
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GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_multisamples, m_per_sample_shading,
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