shader: Adhere to disk shader cache setting

This commit is contained in:
ameerj 2021-05-27 23:29:22 -04:00
parent 8ea552e64e
commit 6bb1f54fbb
2 changed files with 12 additions and 9 deletions

View file

@ -218,9 +218,11 @@ int main(int argc, char** argv) {
// Core is loaded, start the GPU (makes the GPU contexts current to this thread)
system.GPU().Start();
system.Renderer().ReadRasterizer()->LoadDiskResources(
system.CurrentProcess()->GetTitleID(), std::stop_token{},
[](VideoCore::LoadCallbackStage, size_t value, size_t total) {});
if (Settings::values.use_disk_shader_cache.GetValue()) {
system.Renderer().ReadRasterizer()->LoadDiskResources(
system.CurrentProcess()->GetTitleID(), std::stop_token{},
[](VideoCore::LoadCallbackStage, size_t value, size_t total) {});
}
void(system.Run());
while (emu_window->IsOpen()) {