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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Mary 2020-11-13 00:15:34 +01:00 committed by GitHub
parent 7166e82c3c
commit 48f6570557
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57 changed files with 3589 additions and 396 deletions

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@ -1,3 +1,5 @@
using Ryujinx.Graphics.Gpu.Shader.Cache.Definition;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
@ -227,5 +229,24 @@ namespace Ryujinx.Graphics.Gpu.Image
{
return (TextureMsaaMode)((Word7 >> 8) & 0xf);
}
/// <summary>
/// Create the equivalent of this TextureDescriptor for the shader cache.
/// </summary>
/// <returns>The equivalent of this TextureDescriptor for the shader cache.</returns>
public GuestTextureDescriptor ToCache()
{
GuestTextureDescriptor result = new GuestTextureDescriptor
{
Handle = uint.MaxValue,
Descriptor = this
};
// Clear the virtual address
result.Descriptor.Word0 = 0;
result.Descriptor.Word2 &= 0xFFFF0000;
return result;
}
}
}