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gl_shader_disk_cache: in-class initialize virtual file offset of ShaderDiskCacheOpenGL
Given the offset is assigned a fixed value in the constructor, we can just assign it directly and get rid of the need to write the name of the variable again in the constructor initializer list.
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2 changed files with 3 additions and 5 deletions
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@ -104,8 +104,7 @@ bool ShaderDiskCacheRaw::Save(FileUtil::IOFile& file) const {
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return true;
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return true;
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}
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}
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ShaderDiskCacheOpenGL::ShaderDiskCacheOpenGL(Core::System& system)
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ShaderDiskCacheOpenGL::ShaderDiskCacheOpenGL(Core::System& system) : system{system} {}
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: system{system}, precompiled_cache_virtual_file_offset{0} {}
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ShaderDiskCacheOpenGL::~ShaderDiskCacheOpenGL() = default;
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ShaderDiskCacheOpenGL::~ShaderDiskCacheOpenGL() = default;
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@ -285,11 +285,10 @@ private:
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Core::System& system;
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Core::System& system;
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// Stored transferable shaders
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// Stored transferable shaders
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std::map<u64, std::unordered_set<ShaderDiskCacheUsage>> transferable;
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std::map<u64, std::unordered_set<ShaderDiskCacheUsage>> transferable;
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// Stores whole precompiled cache which will be read from or saved to the precompiled chache
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// Stores whole precompiled cache which will be read from/saved to the precompiled cache file
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// file
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FileSys::VectorVfsFile precompiled_cache_virtual_file;
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FileSys::VectorVfsFile precompiled_cache_virtual_file;
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// Stores the current offset of the precompiled cache file for IO purposes
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// Stores the current offset of the precompiled cache file for IO purposes
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std::size_t precompiled_cache_virtual_file_offset;
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std::size_t precompiled_cache_virtual_file_offset = 0;
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// The cache has been loaded at boot
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// The cache has been loaded at boot
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bool tried_to_load{};
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bool tried_to_load{};
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