llpc/util/llpcCacheAccessor.cpp
void CacheAccessor::lookUpInShaderCaches(MetroHash::Hash &hash) {
  ShaderCache *applicationCache = static_cast<ShaderCache *>(getApplicationShaderCache());
  ShaderCache *internalCache = static_cast<ShaderCache *>(getInternalShaderCache());
  bool usingApplicationCache = applicationCache && cl::ShaderCacheMode != ShaderCacheForceInternalCacheOnDisk;
  if (internalCache) {
    if (lookUpInShaderCache(hash, !usingApplicationCache, internalCache))
      return;
  }
  if (usingApplicationCache) {
    if (lookUpInShaderCache(hash, true, applicationCache))
      return;
  }
  resetShaderCacheTrackingData();
}
// =====================================================================================================================
// Looks for the given hash in the shader caches and sets the cache accessor state with the results.
//
// @param hash : The hash to look up.
Looks for the given hash in the shader caches and sets the cache accessor state with the results.
Looks for the given hash in the shader caches and sets the cache accessor state with the results .
void CacheAccessor::lookUpInShaderCaches(MetroHash::Hash &hash) {
  ShaderCache *applicationCache = static_cast<ShaderCache *>(getApplicationShaderCache());
  ShaderCache *internalCache = static_cast<ShaderCache *>(getInternalShaderCache());
  bool usingApplicationCache = applicationCache && cl::ShaderCacheMode != ShaderCacheForceInternalCacheOnDisk;
  if (internalCache) {
    if (lookUpInShaderCache(hash, !usingApplicationCache, internalCache))
      return;
  }
  if (usingApplicationCache) {
    if (lookUpInShaderCache(hash, true, applicationCache))
      return;
  }
  resetShaderCacheTrackingData();
}
void CacheAccessor :: lookUpInShaderCaches ( MetroHash :: Hash & hash ) { ShaderCache * applicationCache = static_cast < ShaderCache * > ( getApplicationShaderCache ( ) ) ; ShaderCache * internalCache = static_cast < ShaderCache * > ( getInternalShaderCache ( ) ) ; bool usingApplicationCache = applicationCache && cl :: ShaderCacheMode != ShaderCacheForceInternalCacheOnDisk ; if ( internalCache ) { if ( lookUpInShaderCache ( hash , ! usingApplicationCache , internalCache ) ) return ; } if ( usingApplicationCache ) { if ( lookUpInShaderCache ( hash , true , applicationCache ) ) return ; } resetShaderCacheTrackingData ( ) ; }
Looks for the given hash in the shader caches and sets the cache accessor state with the results.
Looks for the given hash in the shader caches and sets the cache accessor state with the results .