- D3D9: pass the correct API type to ValidatePixelShaderIDs

- don't load shader cache from disk in d3d9/11 if shader debugging is enabled (we won't have any info about the source shader code otherwise, etc)
- dump shader source codes on safe UIDs mismatch

Thanks to LordMark and [SS] for reporting those to me ;)
This commit is contained in:
NeoBrainX
2011-09-10 03:10:28 +02:00
parent a021dd7b79
commit 5d075ce507
6 changed files with 20 additions and 3 deletions

View File

@ -412,6 +412,9 @@ void PixelShaderCache::Init()
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
PixelShaderCacheInserter inserter;
g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
if (g_Config.bEnableShaderDebugging) // TODO: Hacks..
Clear();
}
// ONLY to be used during shutdown.