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.Shader/Decoders/OpCodeTexture.cs | 6 +----- 1 file changed, 1 insertion(+), 5 deletions(-) (limited to 'Ryujinx.Graphics.Shader/Decoders/OpCodeTexture.cs') 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); } } -- cgit v1.2.3