ShaderCache: Add a data version field

We can increment this to prevent people's shader caches from growing too
large with shader changes.
This commit is contained in:
Connor McLaughlin
2021-01-11 14:50:25 +10:00
parent 97971464d1
commit fd166a4485
14 changed files with 56 additions and 29 deletions

View File

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