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DiscIO/SConfig: Rename GetUniqueID to GetGameID
We call this "game ID" everywhere else, and it's not actually completely unique.
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@ -75,14 +75,14 @@ void ShaderCache::Init()
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if (!File::Exists(shader_cache_path))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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std::string title_unique_id = SConfig::GetInstance().m_strUniqueID.c_str();
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std::string title_game_id = SConfig::GetInstance().m_strGameID.c_str();
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std::string gs_cache_filename =
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StringFromFormat("%sdx11-%s-gs.cache", shader_cache_path.c_str(), title_unique_id.c_str());
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StringFromFormat("%sdx11-%s-gs.cache", shader_cache_path.c_str(), title_game_id.c_str());
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std::string ps_cache_filename =
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StringFromFormat("%sdx11-%s-ps.cache", shader_cache_path.c_str(), title_unique_id.c_str());
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StringFromFormat("%sdx11-%s-ps.cache", shader_cache_path.c_str(), title_game_id.c_str());
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std::string vs_cache_filename =
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StringFromFormat("%sdx11-%s-vs.cache", shader_cache_path.c_str(), title_unique_id.c_str());
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StringFromFormat("%sdx11-%s-vs.cache", shader_cache_path.c_str(), title_game_id.c_str());
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ShaderCacheInserter<GeometryShaderUid, GsBytecodeCache, &s_gs_bytecode_cache> gs_inserter;
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s_gs_disk_cache.OpenAndRead(gs_cache_filename, gs_inserter);
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