diff options
author | Mary <me@thog.eu> | 2020-11-13 00:15:34 +0100 |
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committer | GitHub <noreply@github.com> | 2020-11-13 00:15:34 +0100 |
commit | 48f6570557fc76496936514d94e3ccddf55ec633 (patch) | |
tree | ce455833899cb33a312e5853a7a3d191bb5d18d9 /Ryujinx.Graphics.Gpu/Engine/Compute.cs | |
parent | 7166e82c3cf1fd8cf2fce3281017ee88122684d8 (diff) |
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.
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Engine/Compute.cs')
-rw-r--r-- | Ryujinx.Graphics.Gpu/Engine/Compute.cs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/Compute.cs b/Ryujinx.Graphics.Gpu/Engine/Compute.cs index cd5002ca..fd3114a7 100644 --- a/Ryujinx.Graphics.Gpu/Engine/Compute.cs +++ b/Ryujinx.Graphics.Gpu/Engine/Compute.cs @@ -59,7 +59,7 @@ namespace Ryujinx.Graphics.Gpu.Engine TextureManager.SetComputeTexturePool(texturePool.Address.Pack(), texturePool.MaximumId); TextureManager.SetComputeTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex)); - ShaderProgramInfo info = cs.Shaders[0].Program.Info; + ShaderProgramInfo info = cs.Shaders[0].Info; for (int index = 0; index < info.CBuffers.Count; index++) { |