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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@ -3,7 +3,7 @@ using Ryujinx.Graphics.Shader.Instructions;
namespace Ryujinx.Graphics.Shader.Decoders
{
class OpCodeTextureScalar : OpCode
class OpCodeTextureScalar : OpCodeTextureBase
{
#region "Component mask LUT"
private const int ____ = 0x0;
@ -33,8 +33,6 @@ namespace Ryujinx.Graphics.Shader.Decoders
public Register Rb { get; }
public Register Rd1 { get; }
public int Immediate { get; }
public int ComponentMask { get; protected set; }
protected int RawType;
@ -50,8 +48,6 @@ namespace Ryujinx.Graphics.Shader.Decoders
Rb = new Register(opCode.Extract(20, 8), RegisterType.Gpr);
Rd1 = new Register(opCode.Extract(28, 8), RegisterType.Gpr);
Immediate = opCode.Extract(36, 13);
int compSel = opCode.Extract(50, 3);
RawType = opCode.Extract(53, 4);