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VideoBackends: Add a developer option to disable the shader cache.
Makes it easier to disable the cache while working on the shaders.
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@ -536,21 +536,25 @@ struct ShaderCacheReader : public LinearDiskCacheReader<Uid, u32>
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void ObjectCache::LoadShaderCaches()
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{
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ShaderCacheReader<VertexShaderUid> vs_reader(m_vs_cache.shader_map);
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m_vs_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("vs"), vs_reader);
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SETSTAT(stats.numVertexShadersCreated, static_cast<int>(m_vs_cache.shader_map.size()));
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SETSTAT(stats.numVertexShadersAlive, static_cast<int>(m_vs_cache.shader_map.size()));
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if (g_ActiveConfig.bShaderCache)
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{
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ShaderCacheReader<VertexShaderUid> vs_reader(m_vs_cache.shader_map);
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m_vs_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("vs"), vs_reader);
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ShaderCacheReader<PixelShaderUid> ps_reader(m_ps_cache.shader_map);
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m_ps_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("ps"), ps_reader);
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if (g_vulkan_context->SupportsGeometryShaders())
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{
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ShaderCacheReader<GeometryShaderUid> gs_reader(m_gs_cache.shader_map);
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m_gs_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("gs"), gs_reader);
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}
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}
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ShaderCacheReader<PixelShaderUid> ps_reader(m_ps_cache.shader_map);
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m_ps_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("ps"), ps_reader);
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SETSTAT(stats.numPixelShadersCreated, static_cast<int>(m_ps_cache.shader_map.size()));
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SETSTAT(stats.numPixelShadersAlive, static_cast<int>(m_ps_cache.shader_map.size()));
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if (g_vulkan_context->SupportsGeometryShaders())
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{
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ShaderCacheReader<GeometryShaderUid> gs_reader(m_gs_cache.shader_map);
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m_gs_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("gs"), gs_reader);
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}
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SETSTAT(stats.numVertexShadersCreated, static_cast<int>(m_vs_cache.shader_map.size()));
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SETSTAT(stats.numVertexShadersAlive, static_cast<int>(m_vs_cache.shader_map.size()));
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}
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template <typename T>
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