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48f6570557
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.
47 lines
No EOL
1.4 KiB
C#
47 lines
No EOL
1.4 KiB
C#
using Ryujinx.Graphics.Shader.Instructions;
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namespace Ryujinx.Graphics.Shader.Decoders
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{
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class OpCodeImage : OpCodeTextureBase
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{
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public Register Ra { get; }
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public Register Rb { get; }
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public Register Rc { get; }
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public ImageComponents Components { get; }
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public IntegerSize Size { get; }
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public bool ByteAddress { get; }
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public ImageDimensions Dimensions { get; }
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public bool UseComponents { get; }
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public bool IsBindless { get; }
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public new static OpCode Create(InstEmitter emitter, ulong address, long opCode) => new OpCodeImage(emitter, address, opCode);
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public OpCodeImage(InstEmitter emitter, ulong address, long opCode) : base(emitter, address, opCode)
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{
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Ra = new Register(opCode.Extract(8, 8), RegisterType.Gpr);
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Rb = new Register(opCode.Extract(0, 8), RegisterType.Gpr);
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Rc = new Register(opCode.Extract(39, 8), RegisterType.Gpr);
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UseComponents = !opCode.Extract(52);
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if (UseComponents)
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{
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Components = (ImageComponents)opCode.Extract(20, 4);
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}
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else
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{
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Size = (IntegerSize)opCode.Extract(20, 4);
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}
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ByteAddress = opCode.Extract(23);
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Dimensions = (ImageDimensions)opCode.Extract(33, 3);
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IsBindless = !opCode.Extract(51);
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}
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}
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} |