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/OpCodeTextureBase.cs | 14 ++++++++++++++ 1 file changed, 14 insertions(+) create mode 100644 Ryujinx.Graphics.Shader/Decoders/OpCodeTextureBase.cs (limited to 'Ryujinx.Graphics.Shader/Decoders/OpCodeTextureBase.cs') diff --git a/Ryujinx.Graphics.Shader/Decoders/OpCodeTextureBase.cs b/Ryujinx.Graphics.Shader/Decoders/OpCodeTextureBase.cs new file mode 100644 index 00000000..0da1ca76 --- /dev/null +++ b/Ryujinx.Graphics.Shader/Decoders/OpCodeTextureBase.cs @@ -0,0 +1,14 @@ +using Ryujinx.Graphics.Shader.Instructions; + +namespace Ryujinx.Graphics.Shader.Decoders +{ + class OpCodeTextureBase : OpCode + { + public int HandleOffset { get; } + + public OpCodeTextureBase(InstEmitter emitter, ulong address, long opCode) : base(emitter, address, opCode) + { + HandleOffset = opCode.Extract(36, 13); + } + } +} -- cgit v1.2.3