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.
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57 changed files with 3589 additions and 396 deletions
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@ -59,7 +59,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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TextureManager.SetComputeTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
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TextureManager.SetComputeTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
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ShaderProgramInfo info = cs.Shaders[0].Program.Info;
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ShaderProgramInfo info = cs.Shaders[0].Info;
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for (int index = 0; index < info.CBuffers.Count; index++)
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{
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