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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.
45 lines
1.2 KiB
C#
45 lines
1.2 KiB
C#
using Ryujinx.Common.Configuration;
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using Ryujinx.Graphics.Shader;
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using System;
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namespace Ryujinx.Graphics.GAL
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{
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public interface IRenderer : IDisposable
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{
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IPipeline Pipeline { get; }
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IWindow Window { get; }
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void BackgroundContextAction(Action action);
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IShader CompileShader(ShaderStage stage, string code);
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BufferHandle CreateBuffer(int size);
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IProgram CreateProgram(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors);
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ISampler CreateSampler(SamplerCreateInfo info);
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ITexture CreateTexture(TextureCreateInfo info, float scale);
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void DeleteBuffer(BufferHandle buffer);
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byte[] GetBufferData(BufferHandle buffer, int offset, int size);
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Capabilities GetCapabilities();
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IProgram LoadProgramBinary(byte[] programBinary);
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void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data);
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void UpdateCounters();
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void PreFrame();
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ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler);
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void ResetCounter(CounterType type);
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void Initialize(GraphicsDebugLevel logLevel);
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}
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}
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