Shader Disk Cache implementation for D3D. Saves generated shaders on disk. Eliminates "freeze jerks" in D3D plugin the _second_ and later times you play something.... not much to do about the first time. The D3D shader compiler is just slow.

Also assorted cleanup around the shader code.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4869 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2010-01-17 17:44:09 +00:00
parent f599fdcec5
commit 3e01152793
24 changed files with 551 additions and 265 deletions

View File

@ -1054,10 +1054,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
GL_REPORT_ERRORD();
// Clean out old stuff from caches
// Clean out old stuff from caches. It's not worth it to clean out the shader caches.
DLCache::ProgressiveCleanup();
VertexShaderCache::ProgressiveCleanup();
PixelShaderCache::ProgressiveCleanup();
TextureMngr::ProgressiveCleanup();
frameCount++;