VideoCommon: Move shader cache filename generation to common

This commit is contained in:
Stenzek
2017-07-19 20:35:17 +10:00
parent 7c5bbafdd1
commit d01b0bf60f
9 changed files with 61 additions and 51 deletions

View File

@ -163,14 +163,9 @@ void GeometryShaderCache::Init()
void GeometryShaderCache::LoadShaderCache()
{
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
std::string cache_filename = StringFromFormat(
"%sdx11-%s-%s-gs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().GetGameID().c_str(), g_ActiveConfig.GetHostConfigFilename().c_str());
GeometryShaderCacheInserter inserter;
g_gs_disk_cache.OpenAndRead(cache_filename, inserter);
g_gs_disk_cache.OpenAndRead(g_ActiveConfig.GetDiskCacheFileName(APIType::D3D, "GS", true, true),
inserter);
}
void GeometryShaderCache::Reload()

View File

@ -503,14 +503,9 @@ void PixelShaderCache::Init()
void PixelShaderCache::LoadShaderCache()
{
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
std::string cache_filename = StringFromFormat(
"%sdx11-%s-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().GetGameID().c_str(), g_ActiveConfig.GetHostConfigFilename().c_str());
PixelShaderCacheInserter inserter;
g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
g_ps_disk_cache.OpenAndRead(g_ActiveConfig.GetDiskCacheFileName(APIType::D3D, "PS", true, true),
inserter);
}
void PixelShaderCache::Reload()

View File

@ -164,14 +164,9 @@ void VertexShaderCache::Init()
void VertexShaderCache::LoadShaderCache()
{
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
std::string cache_filename = StringFromFormat(
"%sdx11-%s-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().GetGameID().c_str(), g_ActiveConfig.GetHostConfigFilename().c_str());
VertexShaderCacheInserter inserter;
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
g_vs_disk_cache.OpenAndRead(g_ActiveConfig.GetDiskCacheFileName(APIType::D3D, "VS", true, true),
inserter);
}
void VertexShaderCache::Reload()