Ryujinx/Ryujinx.Graphics.Shader
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
..
CodeGen Simplify logic for bindless texture handling (#1667) 2020-11-09 19:35:04 -03:00
Decoders Salieri: shader cache (#1701) 2020-11-13 00:15:34 +01:00
Instructions Salieri: shader cache (#1701) 2020-11-13 00:15:34 +01:00
IntermediateRepresentation Simplify logic for bindless texture handling (#1667) 2020-11-09 19:35:04 -03:00
StructuredIr Simplify logic for bindless texture handling (#1667) 2020-11-09 19:35:04 -03:00
Translation Salieri: shader cache (#1701) 2020-11-13 00:15:34 +01:00
BufferDescriptor.cs Salieri: shader cache (#1701) 2020-11-13 00:15:34 +01:00
IGpuAccessor.cs Use explicit buffer and texture bindings on shaders (#1666) 2020-11-08 12:10:00 +01:00
InputTopology.cs Salieri: shader cache (#1701) 2020-11-13 00:15:34 +01:00
OutputTopology.cs
Ryujinx.Graphics.Shader.csproj
SamplerType.cs
ShaderProgram.cs Salieri: shader cache (#1701) 2020-11-13 00:15:34 +01:00
ShaderProgramInfo.cs Salieri: shader cache (#1701) 2020-11-13 00:15:34 +01:00
ShaderStage.cs Salieri: shader cache (#1701) 2020-11-13 00:15:34 +01:00
TextureDescriptor.cs Salieri: shader cache (#1701) 2020-11-13 00:15:34 +01:00
TextureFormat.cs
TextureUsageFlags.cs Support res scale on images, correctly blacklist for SUST, move logic out of backend. (#1657) 2020-11-02 16:53:23 -03:00