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.
This commit is contained in:
Mary 2020-11-13 00:15:34 +01:00 committed by GitHub
parent 7166e82c3c
commit 48f6570557
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GPG key ID: 4AEE18F83AFDEB23
57 changed files with 3589 additions and 396 deletions

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