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path: root/Ryujinx.Graphics.Gpu/Shader/TextureDescriptorCapableGpuAccessor.cs
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2021-08-11Unify GpuAccessorBase and TextureDescriptorCapableGpuAccessor (#2542)gdkchan
* Unify GpuAccessorBase and TextureDescriptorCapableGpuAccessor * Shader cache version bump
2021-08-11Workaround for Intel FrontFacing built-in variable bug (#2540)gdkchan
2021-05-19Pass CbufSlot when getting info from the texture descriptor (#2291)riperiperi
* Pass CbufSlot when getting info from the texture descriptor Fixes some issues with bindless textures, when CbufSlot is not equal to the current TextureBufferIndex. Specifically fixes a random chance of full screen colour flickering in Super Mario Party. * Apply suggestions from code review Oops Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2020-11-17shader cache: Fix invalid virtual address clean up (#1717)Mary
* shader cache: Fix invalid virtual address clean up This fix an issue causing the virtual address of texture descriptors to not be cleaned up when caching and instead cleaning texture format and swizzle. This should fix duplicate high duplication in the cache for certain games and possible texture corruption issues. **THIS WILL INVALIDATE ALL SHADER CACHE LEVELS CONSIDERING THE NATURE OF THE ISSUE** * shader cache: Address gdk's comment
2020-11-13Salieri: shader cache (#1701)Mary
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.