Add SPIRV cache to VkShaderCache

This commit is contained in:
Magnus Norddahl 2025-02-25 02:15:15 +01:00
commit 3aaf2cc639
6 changed files with 235 additions and 100 deletions

View file

@ -49,6 +49,7 @@
#include "vulkan/pipelines/vk_renderpass.h"
#include "vulkan/descriptorsets/vk_descriptorset.h"
#include "vulkan/shaders/vk_shader.h"
#include "vulkan/shaders/vk_shadercache.h"
#include "vulkan/samplers/vk_samplers.h"
#include "vulkan/textures/vk_renderbuffers.h"
#include "vulkan/textures/vk_hwtexture.h"
@ -185,6 +186,8 @@ VulkanRenderDevice::VulkanRenderDevice(void *hMonitor, bool fullscreen, std::sha
}
mUseRayQuery = vk_rayquery && mDevice->SupportsExtension(VK_KHR_RAY_QUERY_EXTENSION_NAME) && mDevice->PhysicalDevice.Features.RayQuery.rayQuery;
mShaderCache = std::make_unique<VkShaderCache>(this);
}
VulkanRenderDevice::~VulkanRenderDevice()