mirror of
https://github.com/EduApps-CDG/OpenDX
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Drivers from both major vendors implement their own shader cache already, and storing a cache per game causes more issues than it solves. Should fix #261.
45 lines
775 B
C++
45 lines
775 B
C++
#pragma once
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#include <atomic>
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#include <chrono>
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#include <condition_variable>
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#include <fstream>
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#include <thread>
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#include "dxvk_include.h"
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#include "../util/sha1/sha1_util.h"
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#include "../util/util_env.h"
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namespace dxvk {
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/**
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* \brief Pipeline cache
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*
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* Allows the Vulkan implementation to
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* re-use previously compiled pipelines.
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*/
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class DxvkPipelineCache : public RcObject {
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public:
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DxvkPipelineCache(const Rc<vk::DeviceFn>& vkd);
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~DxvkPipelineCache();
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/**
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* \brief Pipeline cache handle
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* \returns Pipeline cache handle
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*/
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VkPipelineCache handle() const {
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return m_handle;
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}
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private:
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Rc<vk::DeviceFn> m_vkd;
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VkPipelineCache m_handle;
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};
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}
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