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:
14
Ryujinx.Graphics.Shader/Decoders/OpCodeTextureBase.cs
Normal file
14
Ryujinx.Graphics.Shader/Decoders/OpCodeTextureBase.cs
Normal file
@ -0,0 +1,14 @@
|
||||
using Ryujinx.Graphics.Shader.Instructions;
|
||||
|
||||
namespace Ryujinx.Graphics.Shader.Decoders
|
||||
{
|
||||
class OpCodeTextureBase : OpCode
|
||||
{
|
||||
public int HandleOffset { get; }
|
||||
|
||||
public OpCodeTextureBase(InstEmitter emitter, ulong address, long opCode) : base(emitter, address, opCode)
|
||||
{
|
||||
HandleOffset = opCode.Extract(36, 13);
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user