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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namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
/// <summary>
/// Graphics API type accepted by the shader cache.
/// </summary>
enum CacheGraphicsApi : byte
{
/// <summary>
/// OpenGL Core
/// </summary>
OpenGL,
/// <summary>
/// OpenGL ES
/// </summary>
OpenGLES,
/// <summary>
/// Vulkan
/// </summary>
Vulkan,
/// <summary>
/// DirectX
/// </summary>
DirectX,
/// <summary>
/// Metal
/// </summary>
Metal,
/// <summary>
/// Guest, used to cache games raw shader programs.
/// </summary>
Guest
}
}