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.
This commit is contained in:
Mary 2020-11-13 00:15:34 +01:00 committed by GitHub
parent 7166e82c3c
commit 48f6570557
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
57 changed files with 3589 additions and 396 deletions

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@ -12,7 +12,7 @@ namespace Ryujinx.Graphics.Shader.Decoders
int ComponentMask { get; }
int Immediate { get; }
int HandleOffset { get; }
TextureLodMode LodMode { get; }

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@ -2,7 +2,7 @@ using Ryujinx.Graphics.Shader.Instructions;
namespace Ryujinx.Graphics.Shader.Decoders
{
class OpCodeImage : OpCode
class OpCodeImage : OpCodeTextureBase
{
public Register Ra { get; }
public Register Rb { get; }
@ -15,8 +15,6 @@ namespace Ryujinx.Graphics.Shader.Decoders
public ImageDimensions Dimensions { get; }
public int Immediate { get; }
public bool UseComponents { get; }
public bool IsBindless { get; }
@ -43,7 +41,6 @@ namespace Ryujinx.Graphics.Shader.Decoders
Dimensions = (ImageDimensions)opCode.Extract(33, 3);
Immediate = opCode.Extract(36, 13);
IsBindless = !opCode.Extract(51);
}
}

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@ -2,7 +2,7 @@ using Ryujinx.Graphics.Shader.Instructions;
namespace Ryujinx.Graphics.Shader.Decoders
{
class OpCodeTexture : OpCode, IOpCodeTexture
class OpCodeTexture : OpCodeTextureBase, IOpCodeTexture
{
public Register Rd { get; }
public Register Ra { get; }
@ -14,8 +14,6 @@ namespace Ryujinx.Graphics.Shader.Decoders
public int ComponentMask { get; }
public int Immediate { get; }
public TextureLodMode LodMode { get; protected set; }
public bool HasOffset { get; protected set; }
@ -36,8 +34,6 @@ namespace Ryujinx.Graphics.Shader.Decoders
ComponentMask = opCode.Extract(31, 4);
Immediate = opCode.Extract(36, 13);
LodMode = (TextureLodMode)opCode.Extract(55, 3);
}
}

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@ -0,0 +1,14 @@
using Ryujinx.Graphics.Shader.Instructions;
namespace Ryujinx.Graphics.Shader.Decoders
{
class OpCodeTextureBase : OpCode
{
public int HandleOffset { get; }
public OpCodeTextureBase(InstEmitter emitter, ulong address, long opCode) : base(emitter, address, opCode)
{
HandleOffset = opCode.Extract(36, 13);
}
}
}

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@ -3,7 +3,7 @@ using Ryujinx.Graphics.Shader.Instructions;
namespace Ryujinx.Graphics.Shader.Decoders
{
class OpCodeTextureScalar : OpCode
class OpCodeTextureScalar : OpCodeTextureBase
{
#region "Component mask LUT"
private const int ____ = 0x0;
@ -33,8 +33,6 @@ namespace Ryujinx.Graphics.Shader.Decoders
public Register Rb { get; }
public Register Rd1 { get; }
public int Immediate { get; }
public int ComponentMask { get; protected set; }
protected int RawType;
@ -50,8 +48,6 @@ namespace Ryujinx.Graphics.Shader.Decoders
Rb = new Register(opCode.Extract(20, 8), RegisterType.Gpr);
Rd1 = new Register(opCode.Extract(28, 8), RegisterType.Gpr);
Immediate = opCode.Extract(36, 13);
int compSel = opCode.Extract(50, 3);
RawType = opCode.Extract(53, 4);