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authorMary <me@thog.eu>2020-11-13 00:15:34 +0100
committerGitHub <noreply@github.com>2020-11-13 00:15:34 +0100
commit48f6570557fc76496936514d94e3ccddf55ec633 (patch)
treece455833899cb33a312e5853a7a3d191bb5d18d9 /Ryujinx.Graphics.Gpu/Engine
parent7166e82c3cf1fd8cf2fce3281017ee88122684d8 (diff)
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.
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Engine')
-rw-r--r--Ryujinx.Graphics.Gpu/Engine/Compute.cs2
-rw-r--r--Ryujinx.Graphics.Gpu/Engine/Methods.cs4
2 files changed, 3 insertions, 3 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/Compute.cs b/Ryujinx.Graphics.Gpu/Engine/Compute.cs
index cd5002ca..fd3114a7 100644
--- a/Ryujinx.Graphics.Gpu/Engine/Compute.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/Compute.cs
@@ -59,7 +59,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
TextureManager.SetComputeTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
TextureManager.SetComputeTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
- ShaderProgramInfo info = cs.Shaders[0].Program.Info;
+ ShaderProgramInfo info = cs.Shaders[0].Info;
for (int index = 0; index < info.CBuffers.Count; index++)
{
diff --git a/Ryujinx.Graphics.Gpu/Engine/Methods.cs b/Ryujinx.Graphics.Gpu/Engine/Methods.cs
index cab125b5..f408561a 100644
--- a/Ryujinx.Graphics.Gpu/Engine/Methods.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/Methods.cs
@@ -1000,14 +1000,14 @@ namespace Ryujinx.Graphics.Gpu.Engine
ShaderBundle gs = ShaderCache.GetGraphicsShader(state, addresses);
- _vsUsesInstanceId = gs.Shaders[0]?.Program.Info.UsesInstanceId ?? false;
+ _vsUsesInstanceId = gs.Shaders[0]?.Info.UsesInstanceId ?? false;
int storageBufferBindingsCount = 0;
int uniformBufferBindingsCount = 0;
for (int stage = 0; stage < Constants.ShaderStages; stage++)
{
- ShaderProgramInfo info = gs.Shaders[stage]?.Program.Info;
+ ShaderProgramInfo info = gs.Shaders[stage]?.Info;
_currentProgramInfo[stage] = info;