D3D9: Fix issue where the shader caches were lost whenever the render window was resized. Add some error logging to LinearDiskCache. + some minor cleanup.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5747 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2010-06-19 16:22:24 +00:00
parent 8c6ae1f6f4
commit ccbc1feb0b
12 changed files with 43 additions and 30 deletions

View File

@ -225,8 +225,12 @@ void SetupDeviceObjects()
VertexShaderManager::Dirty();
PixelShaderManager::Dirty();
TextureConverter::Init();
// Tex and shader caches will recreate themselves over time.
// To avoid shader compilation stutters, read back all shaders from cache.
VertexShaderCache::Init();
PixelShaderCache::Init();
// Texture cache will recreate themselves over time.
}
// Kill off all POOL_DEFAULT device objects.
@ -241,8 +245,8 @@ void TeardownDeviceObjects()
D3D::font.Shutdown();
TextureCache::Invalidate(false);
VertexLoaderManager::Shutdown();
VertexShaderCache::Clear();
PixelShaderCache::Clear();
VertexShaderCache::Shutdown();
PixelShaderCache::Shutdown();
TextureConverter::Shutdown();
}
@ -499,7 +503,6 @@ void CheckForResize()
{
Sleep(10);
}
if (EmuWindow::GetParentWnd())
{