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shader: Adhere to disk shader cache setting

This commit is contained in:
ameerj 2021-05-27 23:29:22 -04:00
parent b659212dbd
commit dd39b87b0c
2 changed files with 12 additions and 9 deletions

View file

@ -64,12 +64,13 @@ void EmuThread::run() {
emit LoadProgress(VideoCore::LoadCallbackStage::Prepare, 0, 0);
if (Settings::values.use_disk_shader_cache.GetValue()) {
system.Renderer().ReadRasterizer()->LoadDiskResources(
system.CurrentProcess()->GetTitleID(), stop_token,
[this](VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total) {
emit LoadProgress(stage, value, total);
});
}
emit LoadProgress(VideoCore::LoadCallbackStage::Complete, 0, 0);
gpu.ReleaseContext();

View file

@ -218,9 +218,11 @@ int main(int argc, char** argv) {
// Core is loaded, start the GPU (makes the GPU contexts current to this thread)
system.GPU().Start();
if (Settings::values.use_disk_shader_cache.GetValue()) {
system.Renderer().ReadRasterizer()->LoadDiskResources(
system.CurrentProcess()->GetTitleID(), std::stop_token{},
[](VideoCore::LoadCallbackStage, size_t value, size_t total) {});
}
void(system.Run());
while (emu_window->IsOpen()) {