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Shader Disk Cache implementation for D3D. Saves generated shaders on disk. Eliminates "freeze jerks" in D3D plugin the _second_ and later times you play something.... not much to do about the first time. The D3D shader compiler is just slow.
Also assorted cleanup around the shader code. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4869 8ced0084-cf51-0410-be5f-012b33b47a6e
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24 changed files with 551 additions and 265 deletions
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@ -1054,10 +1054,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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GL_REPORT_ERRORD();
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// Clean out old stuff from caches
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// Clean out old stuff from caches. It's not worth it to clean out the shader caches.
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DLCache::ProgressiveCleanup();
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VertexShaderCache::ProgressiveCleanup();
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PixelShaderCache::ProgressiveCleanup();
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TextureMngr::ProgressiveCleanup();
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frameCount++;
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