Make sure to cache all replay shaders on D3D11

This commit is contained in:
baldurk committed 2019-08-28 15:19:55 +01:00
1 parent fbe4bca6fb
commit e2f2b7191a
1 file changed
+4
+4
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@@ -135,6 +135,8 @@ void D3D11Replay::CreateResources(IDXGIFactory *factory)
}
}
m_pDevice->GetShaderCache()->SetCaching(true);
InitStreamOut();
RenderDoc::Inst().SetProgress(LoadProgress::DebugManagerInit, 0.1f);
@@ -171,6 +173,8 @@ void D3D11Replay::CreateResources(IDXGIFactory *factory)
RenderDoc::Inst().SetProgress(LoadProgress::DebugManagerInit, 0.9f);
m_pDevice->GetShaderCache()->SetCaching(false);
AMDCounters *countersAMD = NULL;
NVCounters *countersNV = NULL;
IntelCounters *countersIntel = NULL;