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https://github.com/blawar/GLideN64.git
synced 2024-07-04 10:03:36 +00:00
Remove common shader storage option as potentially dangerous.
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parent
c0512a568b
commit
f5fbee0623
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@ -97,7 +97,7 @@ void CombinerInfo::init()
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{
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m_pCurrent = NULL;
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m_pUniformCollection = createUniformCollection();
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m_bShaderCacheSupported = config.generalEmulation.shaderStorage != Config::ssDoNotUse && OGLVideo::isExtensionSupported(GET_PROGRAM_BINARY_EXTENSION);
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m_bShaderCacheSupported = config.generalEmulation.shaderStorage != 0 && OGLVideo::isExtensionSupported(GET_PROGRAM_BINARY_EXTENSION);
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m_shadersLoaded = 0;
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if (m_bShaderCacheSupported && !_loadCombinersCache()) {
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@ -336,7 +336,7 @@ void getStorageFileName(wchar_t * _fileName)
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if (osal_mkdirp(strShaderFolderPath) != 0)
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pPath = strCacheFolderPath;
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}
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swprintf(_fileName, PLUGIN_PATH_SIZE, L"%ls/GLideN64.%08lx.shaders", pPath, config.generalEmulation.shaderStorage == Config::ssUseOneCommon ? 0 : std::hash<std::string>()(RSP.romname));
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swprintf(_fileName, PLUGIN_PATH_SIZE, L"%ls/GLideN64.%08lx.shaders", pPath, std::hash<std::string>()(RSP.romname));
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}
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/*
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@ -34,7 +34,7 @@ void Config::resetToDefaults()
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generalEmulation.enableNoise = 1;
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generalEmulation.enableHWLighting = 0;
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generalEmulation.enableCustomSettings = 1;
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generalEmulation.shaderStorage = ssDoNotUse;
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generalEmulation.shaderStorage = 0;
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generalEmulation.hacks = 0;
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#ifdef ANDROID
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generalEmulation.forcePolygonOffset = 0;
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@ -40,12 +40,6 @@ struct Config
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u32 screenShotFormat;
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} texture;
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enum ShaderStorage {
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ssDoNotUse = 0, // Do not use shaders storage
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ssUseOneCommon, // Use one shader storage for all games
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ssUseOnePerGame // Use shader storage per game.
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};
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struct {
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u32 enableFog;
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u32 enableNoise;
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@ -66,7 +66,7 @@ bool Config_SetDefault()
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assert(res == M64ERR_SUCCESS);
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res = ConfigSetDefaultBool(g_configVideoGliden64, "EnableHWLighting", config.generalEmulation.enableHWLighting, "Enable hardware per-pixel lighting.");
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assert(res == M64ERR_SUCCESS);
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res = ConfigSetDefaultInt(g_configVideoGliden64, "ShaderStorage", config.generalEmulation.shaderStorage, "Use persistent storage for compiled shaders (0=not use, 1=use one for all, 2=use one per game)");
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res = ConfigSetDefaultBool(g_configVideoGliden64, "EnableShaderStorage", config.generalEmulation.shaderStorage, "Use persistent storage for compiled shaders.");
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assert(res == M64ERR_SUCCESS);
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#ifdef ANDROID
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res = ConfigSetDefaultBool(g_configVideoGliden64, "ForcePolygonOffset", config.generalEmulation.forcePolygonOffset, "If true, use polygon offset values specified below");
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@ -181,7 +181,7 @@ void Config_LoadConfig()
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config.generalEmulation.enableNoise = ConfigGetParamBool(g_configVideoGliden64, "EnableNoise");
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config.generalEmulation.enableLOD = ConfigGetParamBool(g_configVideoGliden64, "EnableLOD");
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config.generalEmulation.enableHWLighting = ConfigGetParamBool(g_configVideoGliden64, "EnableHWLighting");
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config.generalEmulation.shaderStorage = ConfigGetParamInt(g_configVideoGliden64, "ShaderStorage");
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config.generalEmulation.shaderStorage = ConfigGetParamBool(g_configVideoGliden64, "EnableShaderStorage");
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#ifdef ANDROID
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config.generalEmulation.forcePolygonOffset = ConfigGetParamBool(g_configVideoGliden64, "ForcePolygonOffset");
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config.generalEmulation.polygonOffsetFactor = ConfigGetParamFloat(g_configVideoGliden64, "PolygonOffsetFactor");
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