From 48f6570557fc76496936514d94e3ccddf55ec633 Mon Sep 17 00:00:00 2001 From: Mary Date: Fri, 13 Nov 2020 00:15:34 +0100 Subject: 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. --- Ryujinx.Graphics.Gpu/Image/TextureDescriptor.cs | 21 +++++++++++++++++++++ 1 file changed, 21 insertions(+) (limited to 'Ryujinx.Graphics.Gpu/Image') diff --git a/Ryujinx.Graphics.Gpu/Image/TextureDescriptor.cs b/Ryujinx.Graphics.Gpu/Image/TextureDescriptor.cs index 313b8e20..74fb9887 100644 --- a/Ryujinx.Graphics.Gpu/Image/TextureDescriptor.cs +++ b/Ryujinx.Graphics.Gpu/Image/TextureDescriptor.cs @@ -1,3 +1,5 @@ +using Ryujinx.Graphics.Gpu.Shader.Cache.Definition; + namespace Ryujinx.Graphics.Gpu.Image { /// @@ -227,5 +229,24 @@ namespace Ryujinx.Graphics.Gpu.Image { return (TextureMsaaMode)((Word7 >> 8) & 0xf); } + + /// + /// Create the equivalent of this TextureDescriptor for the shader cache. + /// + /// The equivalent of this TextureDescriptor for the shader cache. + public GuestTextureDescriptor ToCache() + { + GuestTextureDescriptor result = new GuestTextureDescriptor + { + Handle = uint.MaxValue, + Descriptor = this + }; + + // Clear the virtual address + result.Descriptor.Word0 = 0; + result.Descriptor.Word2 &= 0xFFFF0000; + + return result; + } } } -- cgit v1.2.3