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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/Image
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/Image')
-rw-r--r--Ryujinx.Graphics.Gpu/Image/TextureDescriptor.cs21
1 files changed, 21 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/Image/TextureDescriptor.cs b/Ryujinx.Graphics.Gpu/Image/TextureDescriptor.cs
index 313b8e20..74fb9887 100644
--- a/Ryujinx.Graphics.Gpu/Image/TextureDescriptor.cs
+++ b/Ryujinx.Graphics.Gpu/Image/TextureDescriptor.cs
@@ -1,3 +1,5 @@
+using Ryujinx.Graphics.Gpu.Shader.Cache.Definition;
+
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
@@ -227,5 +229,24 @@ namespace Ryujinx.Graphics.Gpu.Image
{
return (TextureMsaaMode)((Word7 >> 8) & 0xf);
}
+
+ /// <summary>
+ /// Create the equivalent of this TextureDescriptor for the shader cache.
+ /// </summary>
+ /// <returns>The equivalent of this TextureDescriptor for the shader cache.</returns>
+ public GuestTextureDescriptor ToCache()
+ {
+ GuestTextureDescriptor result = new GuestTextureDescriptor
+ {
+ Handle = uint.MaxValue,
+ Descriptor = this
+ };
+
+ // Clear the virtual address
+ result.Descriptor.Word0 = 0;
+ result.Descriptor.Word2 &= 0xFFFF0000;
+
+ return result;
+ }
}
}