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| 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/OpCodeTexture.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/OpCodeTexture.cs')
| -rw-r--r-- | Ryujinx.Graphics.Shader/Decoders/OpCodeTexture.cs | 6 |
1 files changed, 1 insertions, 5 deletions
diff --git a/Ryujinx.Graphics.Shader/Decoders/OpCodeTexture.cs b/Ryujinx.Graphics.Shader/Decoders/OpCodeTexture.cs index f19f7dad..55e66f41 100644 --- a/Ryujinx.Graphics.Shader/Decoders/OpCodeTexture.cs +++ b/Ryujinx.Graphics.Shader/Decoders/OpCodeTexture.cs @@ -2,7 +2,7 @@ using Ryujinx.Graphics.Shader.Instructions; namespace Ryujinx.Graphics.Shader.Decoders { - class OpCodeTexture : OpCode, IOpCodeTexture + class OpCodeTexture : OpCodeTextureBase, IOpCodeTexture { public Register Rd { get; } public Register Ra { get; } @@ -14,8 +14,6 @@ namespace Ryujinx.Graphics.Shader.Decoders public int ComponentMask { get; } - public int Immediate { get; } - public TextureLodMode LodMode { get; protected set; } public bool HasOffset { get; protected set; } @@ -36,8 +34,6 @@ namespace Ryujinx.Graphics.Shader.Decoders ComponentMask = opCode.Extract(31, 4); - Immediate = opCode.Extract(36, 13); - LodMode = (TextureLodMode)opCode.Extract(55, 3); } } |
