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libretro: Use saves/duckstation_cache as shader cache directory
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@ -159,9 +159,31 @@ std::string LibretroHostInterface::GetGameMemoryCardPath(const char* game_code,
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std::string LibretroHostInterface::GetShaderCacheBasePath() const
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std::string LibretroHostInterface::GetShaderCacheBasePath() const
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{
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{
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// TODO: Is there somewhere we can save our shaders?
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// Use the save directory, and failing that, the system directory.
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const char* save_directory_ptr = nullptr;
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if (!g_retro_environment_callback(RETRO_ENVIRONMENT_GET_SAVE_DIRECTORY, &save_directory_ptr) || !save_directory_ptr)
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{
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save_directory_ptr = nullptr;
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if (!g_retro_environment_callback(RETRO_ENVIRONMENT_GET_SYSTEM_DIRECTORY, &save_directory_ptr) ||
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!save_directory_ptr)
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{
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Log_WarningPrint("No shader cache directory available, startup will be slower.");
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Log_WarningPrint("No shader cache directory available, startup will be slower.");
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return std::string();
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return std::string();
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}
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}
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// Use a directory named "duckstation_cache" in the save/system directory.
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std::string shader_cache_path = StringUtil::StdStringFromFormat(
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"%s" FS_OSPATH_SEPARATOR_STR "duckstation_cache" FS_OSPATH_SEPARATOR_STR, save_directory_ptr);
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if (!FileSystem::DirectoryExists(shader_cache_path.c_str()) &&
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!FileSystem::CreateDirectory(shader_cache_path.c_str(), false))
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{
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Log_ErrorPrintf("Failed to create shader cache directory: '%s'", shader_cache_path.c_str());
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return std::string();
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}
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Log_InfoPrintf("Shader cache directory: '%s'", shader_cache_path.c_str());
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return shader_cache_path;
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}
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}
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std::string LibretroHostInterface::GetStringSettingValue(const char* section, const char* key,
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std::string LibretroHostInterface::GetStringSettingValue(const char* section, const char* key,
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@ -1031,7 +1053,7 @@ void LibretroHostInterface::SwitchToHardwareRenderer()
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wi.surface_height = avi.geometry.base_height;
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wi.surface_height = avi.geometry.base_height;
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wi.surface_scale = 1.0f;
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wi.surface_scale = 1.0f;
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if (!display || !display->CreateRenderDevice(wi, {}, g_settings.gpu_use_debug_device) ||
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if (!display || !display->CreateRenderDevice(wi, {}, g_settings.gpu_use_debug_device) ||
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!display->InitializeRenderDevice({}, g_settings.gpu_use_debug_device))
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!display->InitializeRenderDevice(GetShaderCacheBasePath(), g_settings.gpu_use_debug_device))
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{
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{
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Log_ErrorPrintf("Failed to create hardware host display");
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Log_ErrorPrintf("Failed to create hardware host display");
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return;
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return;
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