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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.
23 lines
489 B
C#
23 lines
489 B
C#
namespace Ryujinx.Graphics.Shader.Decoders
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{
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interface IOpCodeTexture : IOpCode
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{
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Register Rd { get; }
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Register Ra { get; }
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Register Rb { get; }
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bool IsArray { get; }
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TextureDimensions Dimensions { get; }
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int ComponentMask { get; }
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int HandleOffset { get; }
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TextureLodMode LodMode { get; }
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bool HasOffset { get; }
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bool HasDepthCompare { get; }
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bool IsMultisample { get; }
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}
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} |