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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.
27 lines
703 B
C++
27 lines
703 B
C++
#include "dxvk_pipecache.h"
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namespace dxvk {
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DxvkPipelineCache::DxvkPipelineCache(
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const Rc<vk::DeviceFn>& vkd)
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: m_vkd(vkd) {
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VkPipelineCacheCreateInfo info;
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info.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO;
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info.pNext = nullptr;
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info.flags = 0;
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info.initialDataSize = 0;
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info.pInitialData = nullptr;
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if (m_vkd->vkCreatePipelineCache(m_vkd->device(),
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&info, nullptr, &m_handle) != VK_SUCCESS)
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throw DxvkError("DxvkPipelineCache: Failed to create cache");
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}
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DxvkPipelineCache::~DxvkPipelineCache() {
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m_vkd->vkDestroyPipelineCache(
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m_vkd->device(), m_handle, nullptr);
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}
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}
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