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Disabled precompiled shaders usage.
It isn't the shaders cache. In the patch 1.6.0.2 GSC had put some pre-compiled shaders for r1, r3 and r4 in game resources and without this change game will not load shaders from gamedata. Unfortunately, level load time increased.
1 parent 8cdddef commit 683e54c

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4 files changed

+4
-4
lines changed

4 files changed

+4
-4
lines changed

src/Layers/xrRenderPC_R1/FStaticRender.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1032,7 +1032,7 @@ static inline bool match_shader(
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static inline bool match_shader_id(
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LPCSTR const debug_shader_id, LPCSTR const full_shader_id, FS_FileSet const& file_set, string_path& result)
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{
1035-
#if 0
1035+
#if 1
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strcpy_s ( result, "" );
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return false;
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#else // #if 1

src/Layers/xrRenderPC_R2/r2.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1182,7 +1182,7 @@ static inline bool match_shader(
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static inline bool match_shader_id(
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LPCSTR const debug_shader_id, LPCSTR const full_shader_id, FS_FileSet const& file_set, string_path& result)
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{
1185-
#if 0
1185+
#if 1
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strcpy_s ( result, "" );
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return false;
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#else // #if 1

src/Layers/xrRenderPC_R3/r3.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1549,7 +1549,7 @@ static inline bool match_shader(
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static inline bool match_shader_id(
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LPCSTR const debug_shader_id, LPCSTR const full_shader_id, FS_FileSet const& file_set, string_path& result)
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{
1552-
#if 0
1552+
#if 1
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strcpy_s ( result, "" );
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return false;
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#else // #if 1

src/Layers/xrRenderPC_R4/r4.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1613,7 +1613,7 @@ static inline bool match_shader(
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static inline bool match_shader_id(
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LPCSTR const debug_shader_id, LPCSTR const full_shader_id, FS_FileSet const& file_set, string_path& result)
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{
1616-
#if 0
1616+
#if 1
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strcpy_s ( result, "" );
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return false;
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#else // #if 1

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