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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GPG key ID: 4AEE18F83AFDEB23
57 changed files with 3589 additions and 396 deletions

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@ -2,7 +2,7 @@ using Ryujinx.Graphics.Shader.Instructions;
namespace Ryujinx.Graphics.Shader.Decoders
{
class OpCodeTexture : OpCode, IOpCodeTexture
class OpCodeTexture : OpCodeTextureBase, IOpCodeTexture
{
public Register Rd { get; }
public Register Ra { get; }
@ -14,8 +14,6 @@ namespace Ryujinx.Graphics.Shader.Decoders
public int ComponentMask { get; }
public int Immediate { get; }
public TextureLodMode LodMode { get; protected set; }
public bool HasOffset { get; protected set; }
@ -36,8 +34,6 @@ namespace Ryujinx.Graphics.Shader.Decoders
ComponentMask = opCode.Extract(31, 4);
Immediate = opCode.Extract(36, 13);
LodMode = (TextureLodMode)opCode.Extract(55, 3);
}
}