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:
parent
7166e82c3c
commit
48f6570557
57 changed files with 3589 additions and 396 deletions
|
@ -0,0 +1,15 @@
|
|||
using Ryujinx.Graphics.Gpu.Image;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
|
||||
{
|
||||
/// <summary>
|
||||
/// Mostly identical to TextureDescriptor from <see cref="Image"/> but we don't store the address of the texture and store its handle instead.
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential, Size = 0x20, Pack = 1)]
|
||||
struct GuestTextureDescriptor
|
||||
{
|
||||
public uint Handle;
|
||||
internal TextureDescriptor Descriptor;
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue