Salieri: shader cache (#1701)

Here come Salieri, my implementation of a disk shader cache!

"I'm sure you know why I named it that."
"It doesn't really mean anything."

This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
This commit is contained in:
Mary 2020-11-13 00:15:34 +01:00 committed by GitHub
parent 7166e82c3c
commit 48f6570557
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GPG key ID: 4AEE18F83AFDEB23
57 changed files with 3589 additions and 396 deletions

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@ -42,6 +42,7 @@ namespace Ryujinx.Ui
[GUI] CheckButton _discordToggle;
[GUI] CheckButton _checkUpdatesToggle;
[GUI] CheckButton _vSyncToggle;
[GUI] CheckButton _shaderCacheToggle;
[GUI] CheckButton _multiSchedToggle;
[GUI] CheckButton _ptcToggle;
[GUI] CheckButton _fsicToggle;
@ -182,6 +183,11 @@ namespace Ryujinx.Ui
_vSyncToggle.Click();
}
if (ConfigurationState.Instance.Graphics.EnableShaderCache)
{
_shaderCacheToggle.Click();
}
if (ConfigurationState.Instance.System.EnableMulticoreScheduling)
{
_multiSchedToggle.Click();
@ -528,6 +534,7 @@ namespace Ryujinx.Ui
ConfigurationState.Instance.EnableDiscordIntegration.Value = _discordToggle.Active;
ConfigurationState.Instance.CheckUpdatesOnStart.Value = _checkUpdatesToggle.Active;
ConfigurationState.Instance.Graphics.EnableVsync.Value = _vSyncToggle.Active;
ConfigurationState.Instance.Graphics.EnableShaderCache.Value = _shaderCacheToggle.Active;
ConfigurationState.Instance.System.EnableMulticoreScheduling.Value = _multiSchedToggle.Active;
ConfigurationState.Instance.System.EnablePtc.Value = _ptcToggle.Active;
ConfigurationState.Instance.System.EnableFsIntegrityChecks.Value = _fsicToggle.Active;