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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@ -2,15 +2,15 @@ namespace Ryujinx.Graphics.Shader
{
public struct TextureDescriptor
{
public int Binding { get; }
public readonly int Binding;
public SamplerType Type { get; }
public TextureFormat Format { get; }
public readonly SamplerType Type;
public readonly TextureFormat Format;
public int CbufSlot { get; }
public int HandleIndex { get; }
public readonly int CbufSlot;
public readonly int HandleIndex;
public TextureUsageFlags Flags { get; set; }
public TextureUsageFlags Flags;
public TextureDescriptor(int binding, SamplerType type, TextureFormat format, int cbufSlot, int handleIndex)
{