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https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-07-11 15:29:05 -04:00
Moved UI resource destruction to RT64 deinit hook, temporarily disabled shader cache as it's out of date
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@@ -179,7 +179,7 @@ ultramodern::RT64Context::RT64Context(uint8_t* rdram, ultramodern::WindowHandle
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#ifdef _WIN32
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thread_id = window_handle.thread_id;
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#endif
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if (!app->setup(thread_id)) {
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if (app->setup(thread_id) != RT64::Application::SetupResult::Success) {
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app = nullptr;
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return;
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}
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@@ -249,10 +249,11 @@ void ultramodern::RT64Context::load_shader_cache(std::span<const char> cache_bin
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// TODO figure out how to avoid a copy here.
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std::istringstream cache_stream{std::string{cache_binary.data(), cache_binary.size()}};
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if (!app->rasterShaderCache->loadOfflineList(cache_stream)) {
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printf("Failed to preload shader cache!\n");
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assert(false);
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}
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// TODO update shader cache
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//if (!app->rasterShaderCache->loadOfflineList(cache_stream)) {
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// printf("Failed to preload shader cache!\n");
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// assert(false);
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//}
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}
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RT64::UserConfiguration::Antialiasing ultramodern::RT64MaxMSAA() {
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