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

@ -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;
}