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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
57 changed files with 3589 additions and 396 deletions

View file

@ -0,0 +1,42 @@
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
/// <summary>
/// The header of a shader program in the guest cache.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 0x1, Size = 0x10)]
struct HostShaderCacheHeader
{
/// <summary>
/// The count of shaders defining this program.
/// </summary>
public byte Count;
/// <summary>
/// Unused/reserved.
/// </summary>
public byte Reserved1;
/// <summary>
/// Unused/reserved.
/// </summary>
public ushort Reserved2;
/// <summary>
/// Size of the shader binary.
/// </summary>
public int CodeSize;
/// <summary>
/// Create a new host shader cache header.
/// </summary>
/// <param name="count">The count of shaders defining this program</param>
/// <param name="codeSize">The size of the shader binary</param>
public HostShaderCacheHeader(byte count, int codeSize) : this()
{
Count = count;
CodeSize = codeSize;
}
}
}