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.
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57 changed files with 3589 additions and 396 deletions
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@ -199,19 +199,6 @@ namespace Ryujinx.Ui
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Gtk.Application.Invoke(delegate
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{
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parent.Present();
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string titleNameSection = string.IsNullOrWhiteSpace(_device.Application.TitleName) ? string.Empty
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: $" - {_device.Application.TitleName}";
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string titleVersionSection = string.IsNullOrWhiteSpace(_device.Application.DisplayVersion) ? string.Empty
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: $" v{_device.Application.DisplayVersion}";
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string titleIdSection = string.IsNullOrWhiteSpace(_device.Application.TitleIdText) ? string.Empty
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: $" ({_device.Application.TitleIdText.ToUpper()})";
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string titleArchSection = _device.Application.TitleIs64Bit ? " (64-bit)" : " (32-bit)";
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parent.Title = $"Ryujinx {Program.Version}{titleNameSection}{titleVersionSection}{titleIdSection}{titleArchSection}";
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});
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Thread renderLoopThread = new Thread(Render)
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@ -313,7 +300,7 @@ namespace Ryujinx.Ui
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{
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if (!(_device.Gpu.Renderer is Renderer))
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{
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throw new NotSupportedException($"GPU renderer must be an OpenGL renderer when using GLRenderer!");
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throw new NotSupportedException($"GPU renderer must be an OpenGL renderer when using {typeof(Renderer).Name}!");
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}
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_renderer = (Renderer)_device.Gpu.Renderer;
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@ -327,7 +314,7 @@ namespace Ryujinx.Ui
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parent.Present();
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GraphicsContext.MakeCurrent(WindowInfo);
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_renderer.Initialize(_glLogLevel);
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_device.Gpu.Initialize(_glLogLevel);
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// Make sure the first frame is not transparent.
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GL.ClearColor(OpenTK.Color.Black);
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