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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@ -498,8 +498,13 @@ namespace Ryujinx.HLE.HOS
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Logger.Warning?.Print(LogClass.Ptc, $"Detected exefs modifications. PPTC disabled.");
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}
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Graphics.Gpu.GraphicsConfig.TitleId = TitleIdText;
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_device.Gpu.HostInitalized.Set();
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Ptc.Initialize(TitleIdText, DisplayVersion, _device.System.EnablePtc && !modified);
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_device.Gpu.ReadyEvent.WaitOne();
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ProgramLoader.LoadNsos(_device.System.KernelContext, metaData, executables: programs);
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}
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@ -595,6 +600,12 @@ namespace Ryujinx.HLE.HOS
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TitleId = metaData.Aci0.TitleId;
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TitleIs64Bit = metaData.Is64Bit;
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// Explicitly null titleid to disable the shader cache
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Graphics.Gpu.GraphicsConfig.TitleId = null;
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_device.Gpu.HostInitalized.Set();
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_device.Gpu.ReadyEvent.WaitOne();
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ProgramLoader.LoadNsos(_device.System.KernelContext, metaData, executables: executable);
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}
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