[D3D12] Persistent shader and PSO storage
This commit is contained in:
@@ -87,6 +87,10 @@ void CommandProcessor::Shutdown() {
|
||||
worker_thread_.reset();
|
||||
}
|
||||
|
||||
void CommandProcessor::InitializeShaderStorage(const std::wstring& storage_root,
|
||||
uint32_t title_id,
|
||||
bool blocking) {}
|
||||
|
||||
void CommandProcessor::RequestFrameTrace(const std::wstring& root_path) {
|
||||
if (trace_state_ == TraceState::kStreaming) {
|
||||
XELOGE("Streaming trace; cannot also trace frame.");
|
||||
|
||||
Reference in New Issue
Block a user