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