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