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Ryujinx/Ryujinx.Graphics.Shader/Translation
Mary 48f6570557
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.
2020-11-13 00:15:34 +01:00
..
Optimizations Simplify logic for bindless texture handling (#1667) 2020-11-09 19:35:04 -03:00
AttributeConsts.cs Fix gl_in being used with built-in variables that are not per-vertex (#1624) 2020-10-17 10:16:40 +02:00
ControlFlowGraph.cs Implement CAL and RET shader instructions (#1618) 2020-10-25 17:00:44 -03:00
Dominance.cs Implement CAL and RET shader instructions (#1618) 2020-10-25 17:00:44 -03:00
EmitterContext.cs Implement CAL and RET shader instructions (#1618) 2020-10-25 17:00:44 -03:00
EmitterContextInsts.cs Implement CAL and RET shader instructions (#1618) 2020-10-25 17:00:44 -03:00
FeatureFlags.cs Implement Zero-Configuration Resolution Scaling (#1365) 2020-07-07 04:41:07 +02:00
GlobalMemory.cs
RegisterUsage.cs Implement CAL and RET shader instructions (#1618) 2020-10-25 17:00:44 -03:00
Rewriter.cs Simplify logic for bindless texture handling (#1667) 2020-11-09 19:35:04 -03:00
ShaderConfig.cs Salieri: shader cache (#1701) 2020-11-13 00:15:34 +01:00
ShaderHeader.cs Refactor shader GPU state and memory access (#1203) 2020-05-06 11:02:28 +10:00
Ssa.cs
TranslationCounts.cs Use explicit buffer and texture bindings on shaders (#1666) 2020-11-08 12:10:00 +01:00
TranslationFlags.cs Fix shader regression on Intel iGPUs by reverting layout changes (#1425) 2020-07-29 08:01:11 +10:00
Translator.cs Salieri: shader cache (#1701) 2020-11-13 00:15:34 +01:00
TranslatorContext.cs Salieri: shader cache (#1701) 2020-11-13 00:15:34 +01:00