[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

@@ -76,6 +76,31 @@ FILE* OpenFile(const std::wstring& path, const char* mode) {
return fopen(xe::to_string(fixed_path).c_str(), mode);
}
bool Seek(FILE* file, int64_t offset, int origin) {
return fseeko64(file, off64_t(offset), origin) == 0;
}
int64_t Tell(FILE* file) { return int64_t(ftello64(file)); }
bool TruncateStdioFile(FILE* file, uint64_t length) {
if (fflush(file)) {
return false;
}
int64_t position = Tell(file);
if (position < 0) {
return false;
}
if (ftruncate64(fileno(file), off64_t(length))) {
return false;
}
if (uint64_t(position) > length) {
if (!Seek(file, 0, SEEK_END)) {
return false;
}
}
return true;
}
bool CreateFolder(const std::wstring& path) {
return mkdir(xe::to_string(path).c_str(), 0774);
}