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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.
27 lines
580 B
C#
27 lines
580 B
C#
using System;
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namespace Ryujinx.Graphics.Shader
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{
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public class ShaderProgram
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{
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public ShaderStage Stage { get; }
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public string Code { get; private set; }
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public int SizeA { get; }
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public int Size { get; }
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public ShaderProgram(ShaderStage stage, string code, int size, int sizeA)
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{
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Stage = stage;
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Code = code;
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SizeA = sizeA;
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Size = size;
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}
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public void Prepend(string line)
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{
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Code = line + Environment.NewLine + Code;
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}
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}
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} |