 48f6570557
			
		
	
	
		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.
		
			
				
	
	
		
			40 lines
		
	
	
		
			No EOL
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			40 lines
		
	
	
		
			No EOL
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using Ryujinx.Graphics.Shader.Instructions;
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| 
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| namespace Ryujinx.Graphics.Shader.Decoders
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| {
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|     class OpCodeTexture : OpCodeTextureBase, IOpCodeTexture
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|     {
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|         public Register Rd { get; }
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|         public Register Ra { get; }
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|         public Register Rb { get; }
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| 
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|         public bool IsArray { get; }
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| 
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|         public TextureDimensions Dimensions { get; }
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| 
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|         public int ComponentMask { get; }
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| 
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|         public TextureLodMode LodMode { get; protected set; }
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| 
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|         public bool HasOffset       { get; protected set; }
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|         public bool HasDepthCompare { get; protected set; }
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|         public bool IsMultisample   { get; protected set; }
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| 
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|         public new static OpCode Create(InstEmitter emitter, ulong address, long opCode) => new OpCodeTexture(emitter, address, opCode);
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| 
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|         public OpCodeTexture(InstEmitter emitter, ulong address, long opCode) : base(emitter, address, opCode)
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|         {
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|             Rd = new Register(opCode.Extract(0,  8), RegisterType.Gpr);
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|             Ra = new Register(opCode.Extract(8,  8), RegisterType.Gpr);
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|             Rb = new Register(opCode.Extract(20, 8), RegisterType.Gpr);
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| 
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|             IsArray = opCode.Extract(28);
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| 
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|             Dimensions = (TextureDimensions)opCode.Extract(29, 2);
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| 
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|             ComponentMask = opCode.Extract(31, 4);
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| 
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|             LodMode = (TextureLodMode)opCode.Extract(55, 3);
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|         }
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|     }
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| } |