Remove the rest of ShaderDebugging.

Without UID checking, it's basically a no-op that disables shader cache
and stores the shader source code (without ever reading it back).
This commit is contained in:
Scott Mansell
2016-02-28 10:01:25 +13:00
parent ebe5fd0b36
commit 2f134c5c36
11 changed files with 2 additions and 91 deletions

View File

@ -164,9 +164,6 @@ void GeometryShaderCache::Init()
GeometryShaderCacheInserter inserter;
g_gs_disk_cache.OpenAndRead(cache_filename, inserter);
if (g_Config.bEnableShaderDebugging)
Clear();
last_entry = nullptr;
}
@ -243,11 +240,6 @@ bool GeometryShaderCache::SetShader(u32 primitive_type)
bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
pbytecode->Release();
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
GeometryShaders[uid].code = code.GetBuffer();
}
return success;
}

View File

@ -32,8 +32,6 @@ private:
{
ID3D11GeometryShader* shader;
std::string code;
GSCacheEntry() : shader(nullptr) {}
void Destroy() { SAFE_RELEASE(shader); }
};

View File

@ -504,9 +504,6 @@ void PixelShaderCache::Init()
PixelShaderCacheInserter inserter;
g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
if (g_Config.bEnableShaderDebugging)
Clear();
last_entry = nullptr;
}
@ -596,11 +593,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
pbytecode->Release();
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
PixelShaders[uid].code = code.GetBuffer();
}
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return success;
}

View File

@ -42,8 +42,6 @@ private:
{
ID3D11PixelShader* shader;
std::string code;
PSCacheEntry() : shader(nullptr) {}
void Destroy() { SAFE_RELEASE(shader); }
};

View File

@ -165,9 +165,6 @@ void VertexShaderCache::Init()
VertexShaderCacheInserter inserter;
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
if (g_Config.bEnableShaderDebugging)
Clear();
last_entry = nullptr;
}
@ -235,11 +232,6 @@ bool VertexShaderCache::SetShader()
bool success = InsertByteCode(uid, pbytecode);
pbytecode->Release();
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
vshaders[uid].code = code.GetBuffer();
}
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return success;
}

View File

@ -38,8 +38,6 @@ private:
ID3D11VertexShader* shader;
D3DBlob* bytecode; // needed to initialize the input layout
std::string code;
VSCacheEntry() : shader(nullptr), bytecode(nullptr) {}
void SetByteCode(D3DBlob* blob)
{