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;
}