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.HLE/HOS/ApplicationLoader.cs | 11 +++++++++++ 1 file changed, 11 insertions(+) (limited to 'Ryujinx.HLE/HOS') diff --git a/Ryujinx.HLE/HOS/ApplicationLoader.cs b/Ryujinx.HLE/HOS/ApplicationLoader.cs index 46b62178..96fb3a1f 100644 --- a/Ryujinx.HLE/HOS/ApplicationLoader.cs +++ b/Ryujinx.HLE/HOS/ApplicationLoader.cs @@ -498,8 +498,13 @@ namespace Ryujinx.HLE.HOS Logger.Warning?.Print(LogClass.Ptc, $"Detected exefs modifications. PPTC disabled."); } + Graphics.Gpu.GraphicsConfig.TitleId = TitleIdText; + _device.Gpu.HostInitalized.Set(); + Ptc.Initialize(TitleIdText, DisplayVersion, _device.System.EnablePtc && !modified); + _device.Gpu.ReadyEvent.WaitOne(); + ProgramLoader.LoadNsos(_device.System.KernelContext, metaData, executables: programs); } @@ -595,6 +600,12 @@ namespace Ryujinx.HLE.HOS TitleId = metaData.Aci0.TitleId; TitleIs64Bit = metaData.Is64Bit; + // Explicitly null titleid to disable the shader cache + Graphics.Gpu.GraphicsConfig.TitleId = null; + + _device.Gpu.HostInitalized.Set(); + _device.Gpu.ReadyEvent.WaitOne(); + ProgramLoader.LoadNsos(_device.System.KernelContext, metaData, executables: executable); } -- cgit v1.2.3