[D3D12] Persistent shader and PSO storage

This commit is contained in:
Triang3l
2020-03-21 19:21:00 +03:00
parent b1d3fd2ad3
commit cde092ece1
20 changed files with 1112 additions and 203 deletions

View File

@@ -245,9 +245,9 @@ bool EmulatorWindow::Initialize() {
}
gpu_menu->AddChild(MenuItem::Create(MenuItem::Type::kSeparator));
{
gpu_menu->AddChild(
MenuItem::Create(MenuItem::Type::kString, L"&Clear Caches", L"F5",
std::bind(&EmulatorWindow::GpuClearCaches, this)));
gpu_menu->AddChild(MenuItem::Create(
MenuItem::Type::kString, L"&Clear Runtime Caches", L"F5",
std::bind(&EmulatorWindow::GpuClearCaches, this)));
}
main_menu->AddChild(std::move(gpu_menu));
@@ -454,8 +454,20 @@ void EmulatorWindow::UpdateTitle() {
title += xe::format_string(L" (@%.2fx)", Clock::guest_time_scalar());
}
if (initializing_shader_storage_) {
title += L" (Preloading shaders\u2026)";
}
window_->set_title(title);
}
void EmulatorWindow::SetInitializingShaderStorage(bool initializing) {
if (initializing_shader_storage_ == initializing) {
return;
}
initializing_shader_storage_ = initializing;
UpdateTitle();
}
} // namespace app
} // namespace xe