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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.
15 lines
372 B
C#
15 lines
372 B
C#
using Ryujinx.Graphics.Shader.Instructions;
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namespace Ryujinx.Graphics.Shader.Decoders
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{
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class OpCodeTextureBase : OpCode
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{
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public int HandleOffset { get; }
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public OpCodeTextureBase(InstEmitter emitter, ulong address, long opCode) : base(emitter, address, opCode)
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{
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HandleOffset = opCode.Extract(36, 13);
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}
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}
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}
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