Multithreadded Shadergen: Second Pass over geometery Shadergen

This commit is contained in:
Scott Mansell
2016-01-16 23:49:39 +13:00
parent fa02f47729
commit 28c7113e41
7 changed files with 69 additions and 71 deletions

View File

@ -196,10 +196,10 @@ void GeometryShaderCache::Shutdown()
bool GeometryShaderCache::SetShader(u32 primitive_type)
{
GeometryShaderUid uid = GetGeometryShaderUid(primitive_type, API_D3D);
GeometryShaderUid uid = GetGeometryShaderUid(primitive_type);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D);
ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D, uid.GetUidData());
geometry_uid_checker.AddToIndexAndCheck(code, uid, "Geometry", "g");
}
@ -235,7 +235,7 @@ bool GeometryShaderCache::SetShader(u32 primitive_type)
}
// Need to compile a new shader
ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D);
ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D, uid.GetUidData());
D3DBlob* pbytecode;
if (!D3D::CompileGeometryShader(code.GetBuffer(), &pbytecode))