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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-04 10:03:36 +00:00

Remove common shader storage option as potentially dangerous.

This commit is contained in:
Sergey Lipskiy 2015-09-29 18:06:12 +06:00
parent c0512a568b
commit f5fbee0623
4 changed files with 5 additions and 11 deletions

View File

@ -97,7 +97,7 @@ void CombinerInfo::init()
{
m_pCurrent = NULL;
m_pUniformCollection = createUniformCollection();
m_bShaderCacheSupported = config.generalEmulation.shaderStorage != Config::ssDoNotUse && OGLVideo::isExtensionSupported(GET_PROGRAM_BINARY_EXTENSION);
m_bShaderCacheSupported = config.generalEmulation.shaderStorage != 0 && OGLVideo::isExtensionSupported(GET_PROGRAM_BINARY_EXTENSION);
m_shadersLoaded = 0;
if (m_bShaderCacheSupported && !_loadCombinersCache()) {
@ -336,7 +336,7 @@ void getStorageFileName(wchar_t * _fileName)
if (osal_mkdirp(strShaderFolderPath) != 0)
pPath = strCacheFolderPath;
}
swprintf(_fileName, PLUGIN_PATH_SIZE, L"%ls/GLideN64.%08lx.shaders", pPath, config.generalEmulation.shaderStorage == Config::ssUseOneCommon ? 0 : std::hash<std::string>()(RSP.romname));
swprintf(_fileName, PLUGIN_PATH_SIZE, L"%ls/GLideN64.%08lx.shaders", pPath, std::hash<std::string>()(RSP.romname));
}
/*

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@ -34,7 +34,7 @@ void Config::resetToDefaults()
generalEmulation.enableNoise = 1;
generalEmulation.enableHWLighting = 0;
generalEmulation.enableCustomSettings = 1;
generalEmulation.shaderStorage = ssDoNotUse;
generalEmulation.shaderStorage = 0;
generalEmulation.hacks = 0;
#ifdef ANDROID
generalEmulation.forcePolygonOffset = 0;

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@ -40,12 +40,6 @@ struct Config
u32 screenShotFormat;
} texture;
enum ShaderStorage {
ssDoNotUse = 0, // Do not use shaders storage
ssUseOneCommon, // Use one shader storage for all games
ssUseOnePerGame // Use shader storage per game.
};
struct {
u32 enableFog;
u32 enableNoise;

View File

@ -66,7 +66,7 @@ bool Config_SetDefault()
assert(res == M64ERR_SUCCESS);
res = ConfigSetDefaultBool(g_configVideoGliden64, "EnableHWLighting", config.generalEmulation.enableHWLighting, "Enable hardware per-pixel lighting.");
assert(res == M64ERR_SUCCESS);
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)");
res = ConfigSetDefaultBool(g_configVideoGliden64, "EnableShaderStorage", config.generalEmulation.shaderStorage, "Use persistent storage for compiled shaders.");
assert(res == M64ERR_SUCCESS);
#ifdef ANDROID
res = ConfigSetDefaultBool(g_configVideoGliden64, "ForcePolygonOffset", config.generalEmulation.forcePolygonOffset, "If true, use polygon offset values specified below");
@ -181,7 +181,7 @@ void Config_LoadConfig()
config.generalEmulation.enableNoise = ConfigGetParamBool(g_configVideoGliden64, "EnableNoise");
config.generalEmulation.enableLOD = ConfigGetParamBool(g_configVideoGliden64, "EnableLOD");
config.generalEmulation.enableHWLighting = ConfigGetParamBool(g_configVideoGliden64, "EnableHWLighting");
config.generalEmulation.shaderStorage = ConfigGetParamInt(g_configVideoGliden64, "ShaderStorage");
config.generalEmulation.shaderStorage = ConfigGetParamBool(g_configVideoGliden64, "EnableShaderStorage");
#ifdef ANDROID
config.generalEmulation.forcePolygonOffset = ConfigGetParamBool(g_configVideoGliden64, "ForcePolygonOffset");
config.generalEmulation.polygonOffsetFactor = ConfigGetParamFloat(g_configVideoGliden64, "PolygonOffsetFactor");