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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.Shader/Decoders/OpCodeTexture.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.Shader/Decoders/OpCodeTexture.cs')
-rw-r--r--Ryujinx.Graphics.Shader/Decoders/OpCodeTexture.cs6
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);
}
}