diff options
| author | Mary <me@thog.eu> | 2020-11-13 00:15:34 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-11-13 00:15:34 +0100 |
| commit | 48f6570557fc76496936514d94e3ccddf55ec633 (patch) | |
| tree | ce455833899cb33a312e5853a7a3d191bb5d18d9 /Ryujinx.Graphics.Shader/Decoders/OpCodeImage.cs | |
| parent | 7166e82c3cf1fd8cf2fce3281017ee88122684d8 (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.Shader/Decoders/OpCodeImage.cs')
| -rw-r--r-- | Ryujinx.Graphics.Shader/Decoders/OpCodeImage.cs | 5 |
1 files changed, 1 insertions, 4 deletions
diff --git a/Ryujinx.Graphics.Shader/Decoders/OpCodeImage.cs b/Ryujinx.Graphics.Shader/Decoders/OpCodeImage.cs index 5b2f8063..36f0b164 100644 --- a/Ryujinx.Graphics.Shader/Decoders/OpCodeImage.cs +++ b/Ryujinx.Graphics.Shader/Decoders/OpCodeImage.cs @@ -2,7 +2,7 @@ using Ryujinx.Graphics.Shader.Instructions; namespace Ryujinx.Graphics.Shader.Decoders { - class OpCodeImage : OpCode + class OpCodeImage : OpCodeTextureBase { public Register Ra { get; } public Register Rb { get; } @@ -15,8 +15,6 @@ namespace Ryujinx.Graphics.Shader.Decoders public ImageDimensions Dimensions { get; } - public int Immediate { get; } - public bool UseComponents { get; } public bool IsBindless { get; } @@ -43,7 +41,6 @@ namespace Ryujinx.Graphics.Shader.Decoders Dimensions = (ImageDimensions)opCode.Extract(33, 3); - Immediate = opCode.Extract(36, 13); IsBindless = !opCode.Extract(51); } } |
