Fix Disk shader cache when accurate multiplication is off (#5711)
* renderer_opengl.cpp: fix sanitize_mul check for disk shader cache
* Partially revert "Band-aid solution for 'Disk Shader Cache' (#5188)"
This reverts commit 2e0ce86c9e
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* Disable `disk_shader_cache` checkbox when `hw_renderer` is off
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@ -23,25 +23,19 @@ ConfigureGraphics::ConfigureGraphics(QWidget* parent)
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connect(ui->toggle_hw_renderer, &QCheckBox::toggled, this, [this] {
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auto checked = ui->toggle_hw_renderer->isChecked();
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ui->hw_renderer_group->setEnabled(checked);
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ui->toggle_disk_shader_cache->setEnabled(checked && ui->toggle_hw_shader->isChecked());
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});
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ui->hw_shader_group->setEnabled(ui->toggle_hw_shader->isChecked());
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connect(ui->toggle_hw_shader, &QCheckBox::toggled, ui->hw_shader_group, &QWidget::setEnabled);
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ui->toggle_disk_shader_cache->setEnabled(ui->toggle_hw_renderer->isChecked() &&
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ui->toggle_hw_shader->isChecked());
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ui->toggle_disk_shader_cache->setEnabled(ui->toggle_hw_shader->isChecked() &&
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ui->toggle_accurate_mul->isChecked());
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connect(ui->toggle_hw_shader, &QCheckBox::toggled, this, [this] {
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ui->toggle_disk_shader_cache->setEnabled(ui->toggle_hw_shader->isChecked() &&
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ui->toggle_accurate_mul->isChecked());
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if (!ui->toggle_disk_shader_cache->isEnabled())
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ui->toggle_disk_shader_cache->setChecked(false);
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auto checked = ui->toggle_hw_shader->isChecked();
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ui->hw_shader_group->setEnabled(checked);
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ui->toggle_disk_shader_cache->setEnabled(checked);
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});
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connect(ui->toggle_accurate_mul, &QCheckBox::toggled, this, [this] {
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ui->toggle_disk_shader_cache->setEnabled(ui->toggle_accurate_mul->isChecked());
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if (!ui->toggle_disk_shader_cache->isEnabled())
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ui->toggle_disk_shader_cache->setChecked(false);
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});
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#ifdef __APPLE__
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connect(ui->toggle_hw_shader, &QCheckBox::stateChanged, this, [this](int state) {
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if (state == Qt::Checked) {
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@ -121,7 +121,7 @@
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<item>
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<widget class="QCheckBox" name="toggle_disk_shader_cache">
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<property name="toolTip">
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<string><html><head/><body><p>Reduce stuttering by storing and loading generated shaders to disk.</p><p>It cannot be used without Enable Hardware Shader or Accurate Multiplication.</p></body></html></string>
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<string><html><head/><body><p>Reduce stuttering by storing and loading generated shaders to disk.</p></body></html></string>
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</property>
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<property name="text">
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<string>Use Disk Shader Cache</string>
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@ -106,8 +106,8 @@ ShaderDiskCache::ShaderDiskCache(bool separable) : separable{separable} {}
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std::optional<std::vector<ShaderDiskCacheRaw>> ShaderDiskCache::LoadTransferable() {
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const bool has_title_id = GetProgramID() != 0;
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if (!Settings::values.use_hw_shader || !Settings::values.shaders_accurate_mul ||
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!Settings::values.use_disk_shader_cache || !has_title_id) {
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if (!Settings::values.use_hw_shader || !Settings::values.use_disk_shader_cache ||
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!has_title_id) {
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return std::nullopt;
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}
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tried_to_load = true;
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@ -496,7 +496,8 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
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if (dump != dump_map.end() && decomp != decompiled_map.end()) {
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// Only load this shader if its sanitize_mul setting matches
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if (decomp->second.sanitize_mul == VideoCore::g_hw_shader_accurate_mul) {
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if (raw.GetProgramType() == ProgramType::VS &&
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decomp->second.sanitize_mul != VideoCore::g_hw_shader_accurate_mul) {
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continue;
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}
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@ -617,6 +618,6 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
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if (precompiled_cache_altered) {
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disk_cache.SaveVirtualPrecompiledFile();
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}
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} // namespace OpenGL
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}
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} // namespace OpenGL
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