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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@ -2,7 +2,7 @@ using Ryujinx.Graphics.Shader.Instructions;
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namespace Ryujinx.Graphics.Shader.Decoders
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{
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class OpCodeImage : OpCode
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class OpCodeImage : OpCodeTextureBase
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{
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public Register Ra { get; }
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public Register Rb { get; }
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@ -15,8 +15,6 @@ namespace Ryujinx.Graphics.Shader.Decoders
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public ImageDimensions Dimensions { get; }
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public int Immediate { get; }
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public bool UseComponents { get; }
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public bool IsBindless { get; }
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@ -43,7 +41,6 @@ namespace Ryujinx.Graphics.Shader.Decoders
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Dimensions = (ImageDimensions)opCode.Extract(33, 3);
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Immediate = opCode.Extract(36, 13);
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IsBindless = !opCode.Extract(51);
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}
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}
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