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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
57 changed files with 3589 additions and 396 deletions

View file

@ -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;
}
}