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/TextureDescriptor.cs | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'Ryujinx.Graphics.Shader/TextureDescriptor.cs') diff --git a/Ryujinx.Graphics.Shader/TextureDescriptor.cs b/Ryujinx.Graphics.Shader/TextureDescriptor.cs index 95f5e01d..b7b0ae12 100644 --- a/Ryujinx.Graphics.Shader/TextureDescriptor.cs +++ b/Ryujinx.Graphics.Shader/TextureDescriptor.cs @@ -2,15 +2,15 @@ namespace Ryujinx.Graphics.Shader { public struct TextureDescriptor { - public int Binding { get; } + public readonly int Binding; - public SamplerType Type { get; } - public TextureFormat Format { get; } + public readonly SamplerType Type; + public readonly TextureFormat Format; - public int CbufSlot { get; } - public int HandleIndex { get; } + public readonly int CbufSlot; + public readonly int HandleIndex; - public TextureUsageFlags Flags { get; set; } + public TextureUsageFlags Flags; public TextureDescriptor(int binding, SamplerType type, TextureFormat format, int cbufSlot, int handleIndex) { -- cgit v1.2.3