Integrating github/staging through commit ab87ed9

This commit is contained in:
alexpete
2021-04-09 11:27:37 -07:00
parent ae62a97894
commit 1044dc3da1
1582 changed files with 29374 additions and 519051 deletions
@@ -1650,7 +1650,6 @@ void CShaderMan::_PrecacheShaderList(bool bStatsOnly)
m_bReload = true;
m_nCombinationsCompiled = 0;
m_nCombinationsEmpty = 0;
uint64 nGLLast = -1;
for (int i = 0; i < Cmbs.size(); i++)
{
SCacheCombination* cmb = &Cmbs[i];
@@ -2311,14 +2310,22 @@ void CShaderMan::_MergeShaders()
uint32 nLen = strlen(szName1);
pCache = CHWShader::mfInitCache(szNameA, NULL, false, CRC32, false);
SResFileLookupData* pData;
if (pCache->m_pRes[CACHE_USER] && (pData = pCache->m_pRes[CACHE_USER]->GetLookupData(false, 0, 0)))
if (pCache->m_pRes[CACHE_USER])
{
CRC32 = pData->m_CRC32;
pData = pCache->m_pRes[CACHE_USER]->GetLookupData(false, 0, 0);
if (pData)
{
CRC32 = pData->m_CRC32;
}
}
else
if (pCache->m_pRes[CACHE_READONLY] && (pData = pCache->m_pRes[CACHE_READONLY]->GetLookupData(false, 0, 0)))
if (pCache->m_pRes[CACHE_READONLY])
{
CRC32 = pData->m_CRC32;
pData = pCache->m_pRes[CACHE_READONLY]->GetLookupData(false, 0, 0);
if (pData)
{
CRC32 = pData->m_CRC32;
}
}
else
{
@@ -2368,7 +2375,7 @@ void CShaderMan::_MergeShaders()
pRes->mfClose();
pRes->mfOpen(RA_CREATE, &gRenDev->m_cEF.m_ResLookupDataMan[CACHE_USER]);
SResFileLookupData* pLookup = pRes->GetLookupData(true, CRC32, FX_CACHE_VER);
pRes->GetLookupData(true, CRC32, FX_CACHE_VER);
pRes->mfFlush();
int nDeviceShadersCounter = 0x10000000;
@@ -2571,7 +2578,7 @@ bool CShaderMan::mfPreloadBinaryShaders()
const string& file = FilesCFI[i];
cry_strcpy(sName, file.c_str());
fpStripExtension(sName, sName);
SShaderBin* pBin = m_Bin.GetBinShader(sName, true, 0);
[[maybe_unused]] SShaderBin* pBin = m_Bin.GetBinShader(sName, true, 0);
AZ_Error("Rendering", pBin, "Error pre-loading binary shader %s", file.c_str());
}
}
@@ -2588,7 +2595,7 @@ bool CShaderMan::mfPreloadBinaryShaders()
const string& file = FilesCFX[i];
cry_strcpy(sName, file.c_str());
fpStripExtension(sName, sName);
SShaderBin* pBin = m_Bin.GetBinShader(sName, false, 0);
[[maybe_unused]] SShaderBin* pBin = m_Bin.GetBinShader(sName, false, 0);
AZ_Error("Rendering", pBin, "Error pre-loading binary shader %s", file.c_str());
}
}