[GPU] Add vulkan shader disk storage / startup loading
Big refactor of the shader storage to allow both backends to share code
This commit is contained in:
@@ -121,8 +121,9 @@ class CommandProcessor {
|
||||
// May be called not only from the command processor thread when the command
|
||||
// processor is paused, and the termination of this function may be explicitly
|
||||
// awaited.
|
||||
virtual void InitializeShaderStorage(const std::filesystem::path& cache_root,
|
||||
uint32_t title_id, bool blocking);
|
||||
virtual void InitializeShaderStorage(
|
||||
const std::filesystem::path& cache_root, uint32_t title_id, bool blocking,
|
||||
std::function<void()> completion_callback = nullptr);
|
||||
|
||||
virtual void RequestFrameTrace(const std::filesystem::path& root_path);
|
||||
virtual void BeginTracing(const std::filesystem::path& root_path);
|
||||
|
||||
Reference in New Issue
Block a user