| Age | Commit message (Collapse) | Author |
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* Use a new approach for shader BRX targets
* Make shader cache actually work
* Improve the shader pattern matching a bit
* Extend LDC search to predecessor blocks, catches more cases
* Nit
* Only save the amount of constant buffer data actually used. Avoids crashes on partially mapped buffers
* Ignore Rd on predicate instructions, as they do not have a Rd register (catches more cases)
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This improves shader cache resilience when people opens another program that touch the cache.zip.
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This adds the guest GPU accessor to hashes computation.
As this change all the hashes from the cache, I added some migration
logic.
This is required for #1755.
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THis assert is wrong and useless now, remove it because it's annoying in
Debug.
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* shader cache: Fix possible race causing crashes on manifest at startup
This fix a misplace function call ending up causing possibly two write
on the cache.info at the same time.
* shader cache: Make RemoveManifestEntries async too to be sure all operations are perform before starting the game
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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.
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