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/Methods.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/Methods.cs')
-rw-r--r-- | Ryujinx.Graphics.Gpu/Engine/Methods.cs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/Methods.cs b/Ryujinx.Graphics.Gpu/Engine/Methods.cs index cab125b5..f408561a 100644 --- a/Ryujinx.Graphics.Gpu/Engine/Methods.cs +++ b/Ryujinx.Graphics.Gpu/Engine/Methods.cs @@ -1000,14 +1000,14 @@ namespace Ryujinx.Graphics.Gpu.Engine ShaderBundle gs = ShaderCache.GetGraphicsShader(state, addresses); - _vsUsesInstanceId = gs.Shaders[0]?.Program.Info.UsesInstanceId ?? false; + _vsUsesInstanceId = gs.Shaders[0]?.Info.UsesInstanceId ?? false; int storageBufferBindingsCount = 0; int uniformBufferBindingsCount = 0; for (int stage = 0; stage < Constants.ShaderStages; stage++) { - ShaderProgramInfo info = gs.Shaders[stage]?.Program.Info; + ShaderProgramInfo info = gs.Shaders[stage]?.Info; _currentProgramInfo[stage] = info; |