Only sync shader caches to disk on stop.

This commit is contained in:
NeoBrainX 2011-09-29 23:16:42 +02:00
parent 0e1383b788
commit 7eb06430ed
4 changed files with 0 additions and 4 deletions

View File

@ -502,7 +502,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
// Insert the bytecode into the caches
g_ps_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
g_ps_disk_cache.Sync();
bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
pbytecode->Release();

View File

@ -244,7 +244,6 @@ bool VertexShaderCache::SetShader(u32 components)
return false;
}
g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
g_vs_disk_cache.Sync();
bool success = InsertByteCode(uid, pbytecode);
pbytecode->Release();

View File

@ -393,7 +393,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
// Insert the bytecode into the caches
g_ps_disk_cache.Append(uid, bytecode, bytecodelen);
g_ps_disk_cache.Sync();
// And insert it into the shader cache.
bool success = InsertByteCode(uid, bytecode, bytecodelen, true);

View File

@ -223,7 +223,6 @@ bool VertexShaderCache::SetShader(u32 components)
return false;
}
g_vs_disk_cache.Append(uid, bytecode, bytecodelen);
g_vs_disk_cache.Sync();
bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
if (g_ActiveConfig.bEnableShaderDebugging && success)