aboutsummaryrefslogtreecommitdiff
path: root/Ryujinx.Graphics.Gpu/GraphicsConfig.cs
diff options
context:
space:
mode:
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/GraphicsConfig.cs
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/GraphicsConfig.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/GraphicsConfig.cs11
1 files changed, 11 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/GraphicsConfig.cs b/Ryujinx.Graphics.Gpu/GraphicsConfig.cs
index 4d16628f..af980e77 100644
--- a/Ryujinx.Graphics.Gpu/GraphicsConfig.cs
+++ b/Ryujinx.Graphics.Gpu/GraphicsConfig.cs
@@ -32,5 +32,16 @@ namespace Ryujinx.Graphics.Gpu
/// Enables or disables the Just-in-Time compiler for GPU Macro code.
/// </summary>
public static bool EnableMacroJit = true;
+
+ /// <summary>
+ /// Title id of the current running game.
+ /// Used by the shader cache.
+ /// </summary>
+ public static string TitleId;
+
+ /// <summary>
+ /// Enables or disables the shader cache.
+ /// </summary>
+ public static bool EnableShaderCache;
}
} \ No newline at end of file