[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

@@ -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.");